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2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games


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10629380 No.10629380 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>10617587

Doom/Quake/Duke/Heretic/Hexen/Unreal/Sam/Half-Life/etc
Gameplay, WADs/Maps/Mods, Source Ports
All other 90s FPS welcome
~ Let's post like gentlemen ~

FAQ/PASTEBIN
https://rentry.org/vrbin

SO YOU WANT TO PLAY SOME FUCKING DOOM
(or Quake, Duke, Marathon, Deus Ex)
https://imgur.com/a/wWS8zXz

Same thing, in video format:
https://youtu.be/ietb4JwaaXA [Embed]
https://youtu.be/DhOjleMqwdQ [Embed]
https://youtu.be/CGj4gXyCzg0 [Embed]

Quickstart torrent (IWADS etc): https://mediafire.com/file/wuniyrhsjjgq4y8
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake 1-3 FAQ: https://pastebin.com/Ucb11XhU
Downloads for various /vr/ shooters:
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA
https://drive.google.com/open?id=1ppJLNvQEPfP4FsOCQBak1TMvPUIswCac
Doom Shovelware:
https://drive.google.com/open?id=1Xy-YDWytlEa2CS9rit-PUgcieh4MrGzR
Fileplanet archives:
https://www.quaddicted.com/files/mirrors/ftp.planetquake.com/
4CHAN DOSPACK + Win98 games (pre-configured):
https://mega.nz/folder/3t8nzSIS#947kyMN6Z80f8HS7q2XlqA

== INFO/LINKS ==
OFFICIAL DOOM WIKI
http://doomwiki.org/

WHERE TO FIND WADS
Vanilla/Boom: https://www.doomworld.com/forum/4-wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: https://www.doomworld.com/idgames/

TUTORIALS/UTILITIES
https://pastebin.com/7vKYWYp0

RESOURCES
https://forum.zdoom.org/viewforum.php?f=37

== /VR/DOOM COMMUNITY ==
THREAD ARCHIVES
https://desuarchive.org/vr/search/text/%22doom%20thread%22/type/op/

MAKING NEW THREADS PROPERLY
https://pastebin.com/8mDnrsrB

IMAGE DATABASE
http://vrdoom.booru.org/?page=post&s=list

OUR WADS
https://rentry.org/8ca3061522e0

OUR SRB2K SERVER (Kart Game in Doom), more info here:
https://pastebin.com/fFj8euau

PLAY SOME RETRO FPS WITH /VR/:
http://clovr.xyz/

WAD BOORU:
http://clovr.xyz/wadsup/

>> No.10629382
File: 546 KB, 720x1280, 1704312518887298.jpg [View same] [iqdb] [saucenao] [google]
10629382

=== CURRENT PROJECTS ===
SUM TING /VR/Y WONG
https://desuarchive.org/vr/post/10413464
https://archive.org/details/shadow-warrior-mapping-kit

/Vertex Relocation/
https://desuarchive.org/vr/post/10592017


=== CURRENT RELEASES ===
AD MORTEM FINAL CUT (v1.5.6)
https://www.dropbox.com/scl/fi/3exnqm8nxg4gukhj10hcp?rlkey=r5nwzu32pfh2dtefpbjy2p49b
Ad Mortem Guns (DECORATE): https://files.catbox.moe/ihv4l4.zip

=== WHEN IT'S DONE ===
VIOLENT RUMBLE 2
https://desuarchive.org/vr/post/9941720

=== NEWS ===
[1-23]Seaside Sanctuary for /vertex relocation/ project
>>10627127

[1-23]Trenchbroom 2024.1 rc1 is out
https://github.com/TrenchBroom/TrenchBroom/releases/tag/v2024.1-RC1

[1-21]Turok Anon IS ALIVE And Kicking! and he released the demo of his map and the Adon model as resource.
>>10620808

[1-21]Wadazine #22 is out Featuring GMOTA (we are getting famous lads!)
https://wadazine.com/

[1-21]Anon updates Map07 for /vertex relocation/ project
>>10620840

[1-16]Doom Delta 3.0 released
https://www.youtube.com/watch?v=BG80_xN1WgU [Embed]

[1-16]Episode Enyo, prequel to Slave Zero, is available for Quake's re-release and source ports.
https://poppy.works/?games=slave-zero-x-episode-enyo

[1-13]Prototype Speedmapping Map Jam for the Quake 2 Remaster Released
https://www.moddb.com/games/quake-2/addons/q2proto1-jam-2024-final

[1-12]vQuake aka Rendition Veritage Quake released
https://www.vogons.org/viewtopic.php?f=9&t=95721

[1-08] Anon releases all doom 2 maps without geometry
https://desuarchive.org/vr/post/10580574

[1-07]Simpler Times for Duke 3D released
https://www.moddb.com/mods/simpler-times

[1-07]William Gee made a compilation of all his Duke3D maps into one mod, Supports Alien Armageddon
https://www.moddb.com/mods/wg-mega-pack

=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0
TO SUBMIT NEWS, REPLY TO THIS POST

>> No.10629384
File: 1.29 MB, 1366x768, ad_rje2m6_2024-01-24_15-56-44.png [View same] [iqdb] [saucenao] [google]
10629384

>> No.10629396

>>10629384
>hexen 2 assets
based.

>> No.10629398

>Turok Anon IS ALIVE And Kicking! and he released the demo of his map and the Adon model as resource.
Correction: He didn't release a map, just Adon and some 3d assets

>> No.10629417

Doom more like Dood where is that one wad I saved?

>> No.10629459
File: 948 KB, 1366x768, alienwarharem.png [View same] [iqdb] [saucenao] [google]
10629459

I'm building an army...

>> No.10629469

Include doom Wii

>> No.10629489

>>10629459
The Turok 2 model is better

>> No.10629515

What happened to that anon making a Goldeneye mod?

>> No.10629535

Doom infinite is pretty fun

>> No.10629547

I just finished Eviternity 2
What did I think of it?

>> No.10629557
File: 417 KB, 1150x1150, Word cloud.png [View same] [iqdb] [saucenao] [google]
10629557

>> No.10629562

>>10629172
>>10629169
>>10629224
>https://datanon.itch.io/babel
Wtf I thought it was still hosted on geocities, thank you.

>> No.10629596

>>10629380
Someone has that image of Fio? I want to sene it to my brother who always picked her

>> No.10629598

Oh look I check the thread for the first time in months and I see my stuff lol
>>10629562
Yeah so I lost the password to the geocities site years ago and I cannot, for the life of me, recall what the fuck it was. I've tried basically every standard password I use and none work. That, plus itch just being better on presentation for this, made me move it over.

>> No.10629634
File: 37 KB, 484x634, FHHN255XEAA8Pqq.jpg [View same] [iqdb] [saucenao] [google]
10629634

Nvm, found it

>> No.10629636

>>10628984
Ah fuck, I thought I'd fixed that. Well, if my brain decides to work today at some point I'll try to fix it. Fuckin' seasonal flu, man.

>> No.10629645

>>10629598
Glad to see it wasn't abandoned. Have there been any major gameplay changes since 2018 or has it been mostly bugfixes?

>> No.10629653

>>10629645
Polish mostly, and trying to move it to a version that won't get fucked by graf updates. Seems like there's always some really stupid engine thing though, just like this A_CacoSpread() crash. Somehow, anon managed to get a cacodemon to fire a ranged projectile at such close melee range that the projectile didn't spawn, despite the ranged attack being wrapped in an explicit call to making sure the cacodemon isn't in melee range.
It's a bit incredible to me that ZS doesn't have easier null-safety stuff considering how much of C#'s syntax graf lifted when making it. I'd love to be able to just do something like
>let right = SideCacoBall(invoker.A_SpawnProjectile("SideCacoBall", 32, 0, 7));
>right?.midVelocity = mid.vel;
and not have to worry about whether right actually exists.

>> No.10629657

>Doom
More like goon lol

>> No.10629669

>>10628463
>Maybe it's something to do with stuff like "lost media" and "preservation" becoming more noticeable topics and a side effect is it not feeling as genuine as it should be.
Well, because it is often not genuine. People and companies simply realized that artificial nostalgia can be generated through these means with much less effort your typical re-release or remaster. The end result is creation of loyal audience who is blinded by one's supposed "deep respect and appreciation of gaming legacy". It will be getting worse over time.
>>10628602
>a .zip containing various unused textures for each of Quake's level themes.
It was archived somewhere, right?

>> No.10629687

Kegan did you finish porting Skulltag code to GZDoom yet

>> No.10629689

>>10629653
The smarter thing would be to question why the hell would the projectile not spawn in the first place in those cases. Null references are a symptom of a deeper issue more than half the time. Whether it's a technical issue or a design one varies. This here sounds like design.

>> No.10629701

>>10629689
Well, my man, the answer to that is that the GZDoom engine just flat out doesn't even attempt to spawn a projectile in certain types of invalid situations like "being too close to (clipped into) a wall" or "sometimes randomly if actors overlap weirdly" or even "just because I feel like it". These reasons also seem to vary by version a bit because some older stuff for the 3.0 code never nulled on that code but got nulls all the time during the porting process to 4.2.
In this case, I'm thinking it's a type 2 failure of "somehow the cacodemon was literally inside of another colliding actor and tried to shoot because the melee check raycast either missed somehow or straight up passed through the other actor", with a bonus of likely the cacodemon being in such small quarters that the weirdly inconsistent "well maybe we can just shift your spawn a few pixels to make it work" behavior of A_SpawnProjectile didn't work.
However, it could also have been a bad map placement with the enemy in a wall, or just a "well fuck you the VM decided not to spawn it for some reason". Either way, yet more null checking is needed, so that means more boilerplate.

>> No.10629803
File: 110 KB, 263x296, 1391003250416.gif [View same] [iqdb] [saucenao] [google]
10629803

>>10629634
FiooM when?

>> No.10629824

Someone please make a Python script that scans your PWAD folder for maps with 300+ monsters, I want to clean out the trash

>> No.10629868
File: 3.77 MB, 500x500, a very special message.gif [View same] [iqdb] [saucenao] [google]
10629868

>>10629824

>> No.10629872

>>10629557
>continue putting gmota amazing
You heard the cloud, Kegan.

>> No.10629919
File: 41 KB, 235x205, 1684605546982305.gif [View same] [iqdb] [saucenao] [google]
10629919

>>10629803
they need to add fio and eri and tarma to byoc

>> No.10629979
File: 3.92 MB, 800x600, 1000000234.webm [View same] [iqdb] [saucenao] [google]
10629979

kaaaaaaaaaaaaaart

>> No.10629981

>>10629979
>kart
More like fart lmao gottem

>> No.10629992
File: 1.27 MB, 1280x2204, so_you_want_to_play_some_fucking_srb2k.png [View same] [iqdb] [saucenao] [google]
10629992

Wednesday Kart Whatever, come play some SRB2Kart!

How to join:
Download version 1.3 of the game: https://github.com/STJr/Kart-Public/releases/tag/v1.3
Get the custom client we use (Windows): https://mega.nz/file/ncpRjRYZ#yoVkgXmKNUjdh__jHpmUGgh30J7jlj6RIS8XjbTXKeE
Or compile it (Linux or anything else): https://gitlab.com/c3851/srb-2-k-cep
Get the mods: https://mega.nz/folder/MiUiESSa#CyovwTUnO9TSmqbwMI1xBg
Connect to 51.161.34.159 (either use connect in console or "specify ipv4 address" under Multiplayer)

Pastebin with the above and other helpful links: https://pastebin.com/gPdytB18

Recent Changes:
Removed Propack and reverted Gametype Voting to avoid missing hellmaps

>> No.10629993

>>10629919
whoa big!
what if doomguy had a big mode haha

>> No.10629996

>>10629992
You know what would really neat? An all-in-one package with the game and the mods.

>> No.10630013

>>10629872
I am doing my best. Though I'm currently stuck on figuring out how to model the dragon head on that lava gun in Blockbench. While it's simpler, it also means it's a more limited toolset. Doesn't help I still don't have a clue on what the hell I'm doing.

>> No.10630021
File: 3.74 MB, 1000x422, waterfall fog.webm [View same] [iqdb] [saucenao] [google]
10630021

>>10629380

>> No.10630027
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10630027

>>10629657
Go shitpost on >>>/v/, >>>/s4s/, or >>>/b/, fuckwit spazz.

>> No.10630029
File: 88 KB, 297x500, mapping today.png [View same] [iqdb] [saucenao] [google]
10630029

>> No.10630031

What's a good wad for someone that likes stoner rock but doesn't smoke weed?

>> No.10630043
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10630043

>>10629996
Not a bad idea, but we do constantly add and switch out mods so it'll become dated pretty quick. Still, that would get most of the heavy lifting out of the way. Host anon says we'll get one compiled next session.

>> No.10630057
File: 90 KB, 270x270, 1687353221945717.png [View same] [iqdb] [saucenao] [google]
10630057

>>10629657

>> No.10630060

>>10629187
AEK? What mod is that? Is it yours?

>> No.10630069

>>10629993
There are big fatass Doomguy sprites for it.

>> No.10630070
File: 5 KB, 487x166, Screenshot 2024-01-13 101707.png [View same] [iqdb] [saucenao] [google]
10630070

Doom 2 wad "/Vertex Relocation/"
IWAD : Doom 2 | Format : Boom
Maps for Doom 2 using the original placement of monsters

Alpha v1.1: https://files.catbox.moe/oykhct.wad

pastebin with the rules and individual map downloads
https://pastebin.com/CrVTqGvr

>> No.10630074

>>10629515
>Goldeneye mod
That's possible?

>> No.10630079

>>10630031
Ancient Aliens is the obvious answer.

>> No.10630086

>>10630074
Why wouldn't it be?

>> No.10630089

>>10630086
It's a console FPS with console limitations.

>> No.10630091
File: 96 KB, 480x800, 1705140728424867.jpg [View same] [iqdb] [saucenao] [google]
10630091

>> No.10630096

>>10630089
I meant a Goldeneye mod in Doom. But there are custom maps for GE and PD.

>> No.10630128

>>10627548
>>10627484
>>10627498
Jesus I didn't know so many /doom/heads listened to dungeon synth. Thanks for the recs.

>> No.10630154
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10630154

>>10630060
It's mine, lategame synthetik weapon based on a soviet prototype, edited from that ancient AK47 sprite that's in everything. I miss having AMD built-in screen capture so I could show how the flash has random rotation and scale but take my word for it that it's cooler in motion than I could've envisioned before starting zscript

>> No.10630182

>>10630154
May I download it?

>> No.10630186

>>10629992
Where is everyone? I'm tired of dueling basically one guy

>> No.10630198

>>10630186
Activity fluctuates. Some of our regs dip momentarily to work on their mods, some of them just fucking died and we haven't heard from them in months. Feel free to invite your friends ig, we're not exactly a secret club server.

>> No.10630201

>>10630182
I'll have to convert all the audio from the ripped .wavs but maybe I should rush toward a playable demo soon

>> No.10630220

>>10630070
forgot to give an updated MAP07. might as well before I try going back to sleep again. things fixed:
>slime trail
>misaligned light textures
didn't get around to any more embellishments yet. I have some ideas for the lava room
https://files.catbox.moe/vhiiy0.wad

>> No.10630325

did eviternity II suddenly got ported to zandy??? why nobody told me before

>> No.10630338
File: 216 KB, 1256x1960, Da6lTtKWAAEWnGf.jpg [View same] [iqdb] [saucenao] [google]
10630338

>>10630091

>> No.10630354

>>10630325
yeah i thought i saw a beta in the server browser the other day

>> No.10630358

>>10630186
Poopin'

>> No.10630363

>>10630354
yeah im talking about [Flemish Doom Servers] :: >> Complex Eviternity 2 - only ammo/no hp

>> No.10630429
File: 16 KB, 247x179, HUUH.png [View same] [iqdb] [saucenao] [google]
10630429

Anyone wanna test my GZDoom text-to-speech system?
https://file.io/TK3MxF5fCs7A

Load along with anything else. To test, type this in the console:
>netevent "!speak words go here".
Adjust the OverlapFactor cvar in the console to change the delay/overlap between words.

Words must be separated by spaces. A period followed by a space becomes a medium pause, and a comma followed by a space becomes a short pause. It has mild support for meme words.

>> No.10630440

Is there anything that GZ does that VKDoom can't?

>> No.10630441

>>10630429
uh guess that's some single-use shit
https://files.catbox.moe/7i94ce.pk3

>> No.10630446

>>10630440
Run on older graphics cards, generally being intended to be backwards-compatible

>> No.10630468

>>10630128
my two passions are doom and ambient music

>> No.10630481

>>10630446
But if my computer can run VK, then I can run all the mods that require GZ just fine using VK, right? There's no missing feature that will break some mods, is what I'm asking?

>> No.10630486

>>10630481
I remember someone mentioning that Hideous Destructor's picture-in-picture scopes caused VKDoom to crash. Haven't tried it for myself to verify, but it wouldn't surprise me if there were more examples.

>> No.10630508

>>10630481
No missing features as such AFAIK, but things relying on old engine jank that was never correct from the beginning may have a higher likelyhood of breaking I guess. And some vanilla map format visual hacks may not work perhaps.

>> No.10630550
File: 1.40 MB, 1920x1080, Screenshot_Doom_20240124_220416.png [View same] [iqdb] [saucenao] [google]
10630550

>>10630486
Compiled it to check, seems to work fine for me. Maybe the person who experienced crashes had older hardware or it's a Windows driver problem or something.

>> No.10630647

>>10629557
>slave fucked person
oh dear

>> No.10630663
File: 106 KB, 640x512, powerslave_14-1536913492.png [View same] [iqdb] [saucenao] [google]
10630663

>>10630647
would you say he's a POWERSLAVE?

>> No.10630668

Mouse controls don't trivialize Perfect Dark as much as I thought they would.

>> No.10630675

>>10630663
That's Slave of Power.

>> No.10630683

>>10630647
FUCKING SLAVES
GET YOUR ASS BACK HERE

>> No.10630685

>>10630091
Where's the flat one tho

>> No.10630687
File: 58 KB, 500x705, 1676988200846681.jpg [View same] [iqdb] [saucenao] [google]
10630687

>>10630668
It's certainly toning down the difficulty, but you still have a lot of open-ended levels with no ability to regain health beyond the rare shield pickup. You can still get chipped down if you're unfamiliar with the levels, and if you're playing as intended a death means a level restart.
It's also fun as hell: Both it and Goldeneye play great with a mouse.

>> No.10630689

>>10630687
USB mouse/keyboard is one of my favorite things about PS2 first person shooters.

>> No.10630691

>>10629669
I also want to know about those textures.

>> No.10630692

>>10630687
>and if you're playing as intended a death means a level restart.
Not that I would use save states, but I'm playing the PC port based on the decompilation and it doesn't have such an option.
Enemies can really fuck you up if you get caught out of position or off guard, but they can be reliably dodged despite being hitscan.

>> No.10630697

>>10630429
Can it do racial slurs?

>> No.10630712
File: 18 KB, 128x128, 1684228474142796.png [View same] [iqdb] [saucenao] [google]
10630712

>>10630647
i saw a movie like that once

>> No.10630714
File: 77 KB, 514x525, 1659853453126237.jpg [View same] [iqdb] [saucenao] [google]
10630714

>>10629992
GGs
>>10629996
I'll see about putting something like that together for next time.

>> No.10630732

>>10618903
If you see this anon this is prolly your best bet
https://forum.zdoom.org/viewtopic.php?t=59412

>> No.10630805

>>10630732
Thanks man, it looks great, is there a way to disable vertical mouse movement? cause I can't find the option

>> No.10630831

>>10630689
Pity fuck-all games supported them. You get what, HL1, Red Faction 2, UT, Dirge of Cerberus if you want to widen it to third-person shooters, and a few others?

>> No.10631014

>>10630805
Isn't it default?

>> No.10631056
File: 964 KB, 1918x1074, Screenshot (1023).png [View same] [iqdb] [saucenao] [google]
10631056

has anyone played cosmogenesis
how the fuck is this shit supposed to be done
shooting things isnt enough

>> No.10631061

>>10631056
Anon you have 15 rockets and like a dozen crates.

>> No.10631072

>>10631056
That's a lot of hell knights.

>> No.10631080

>>10631056
>shooting things isnt enough
Doubt.

>> No.10631082

>>10631056
You have a fucking bfg and 600 cells and you can't solve a fight like this?

>> No.10631087

>>10631082
He has a BFG? Wtf anon just kill them.

>> No.10631107 [DELETED] 

>>10630070
Ah shit. This is neat. I should've joined in on it, but I was on vacation...
:-(

>> No.10631108 [DELETED] 

>>10630070
Oh fuck, I misread. I'll probably take a map then. Let u know tomorrow.

>> No.10631114

>>10630070
>>10629382
nvm those deleted posts.
I want MAP13 plz.

>> No.10631158

Its been a really long time since I played some doom. Ive grabbed all the essentials to start playing, except a launcher prog. I think i used to use ZDL? (its been a really long time), is this still the go to launcher/manager or is there something else now?

>> No.10631174

>>10631158
zdl is good but i use doomlauncher because it lets me organize my wads with tags and add pictures and info

>> No.10631181

>>10631174

Thanks. Doomlauncher sounds good, I'll give that a try.

>> No.10631247

>>10629382
>TO SUBMIT NEWS, REPLY TO THIS POST
Not sure if this is new but I saw this yesterday:
>https://github.com/dpjudas/SurrealEngine

>> No.10631269
File: 3.02 MB, 1280x720, Doom on Pride Month.webm [View same] [iqdb] [saucenao] [google]
10631269

Can't play doom anymore because of all the gay.

>> No.10631272

>>10631269
Doom: ZDoom Forums edition?

>> No.10631273
File: 43 KB, 736x488, 1689845857196228.jpg [View same] [iqdb] [saucenao] [google]
10631273

>>10631269
I see this

>> No.10631275

>>10631273
I think of those fucked up display cheats from Turok 2

>> No.10631282

>>10631272
>rainbows
>completely unusable unless you are very familiar with the original
>merely painful if you are

>> No.10631304

>>10631269
Needs this for full effect.
https://www.youtube.com/watch?v=kqLbCSMPRCA

>> No.10631323
File: 76 KB, 600x1036, GayFuel.jpg [View same] [iqdb] [saucenao] [google]
10631323

>>10631269
AAAAIIIIIEEEEEEE!!!!
THE GAY IS OVERTAKING MEEEE!!!
I CANNOT RESIST THE THIRST!

>> No.10631327

>>10631323
https://www.youtube.com/watch?v=_r0n9Dv6XnY

>> No.10631330

>>10631327
Good fucking times.

>> No.10631331

>>10631330
I'm a simple man: I see or hear things that hearken back to my summer evenings of YTMND, I post the good shit.

>> No.10631334

>>10630429
>>10630441
requires a slightly newer gzdoom than I have, which is a bit annoying (zscript version 4.11.0 -> 4.11.1). sidenote: gzdoom takes ages to compile
it works! neato. it can't say "dirty" or "punished". of "give", "gave" and "given", it does not have "gave"
consider using a wordlist and some automation to generate all words in the English language. will probably make the pk3 beeg

>> No.10631349

>>10631323
https://www.youtube.com/watch?v=rm9XuTvi9Sc

>> No.10631379

>>10631334
>"gave"
Thanks, missed that one. I don't know of a way of generating all forms of every word in a list, but that would have been nice. I started with a list of supposedly the 500 most common words then furiously typed various forms out and added new ones I needed as I tested it out.

>all words in the English language
The way to do this would be for someone with actual programming skills to connect the game application to some external live TTS program.

>> No.10631430

Why the hell doesn't UMAPINFO's intermusic parameter control, you know, the intermission screen music?

>> No.10631448

>>10631379
what do you use for the actual tts? I have a 73026 line wordlist I use now and then

>> No.10631449

>>10631430
What sourceport?

>> No.10631458
File: 1.81 MB, 320x240, 1691658150277952.gif [View same] [iqdb] [saucenao] [google]
10631458

>>10631379
>that accent
it's also missing EXTERMINATE

>> No.10631475

>>10631448
The program I used is "Balabolka". It uses Windows' built-int TTS features/voices and can export individual words separated by double empty lines.

>>10631458
>accent
I chose it because the American lady voice had a horrid way of dragging out the last vowel on some words.
>exterminate
[added]

>> No.10631515

>>10631449
All of them, apparently this is only to control the music during text screens for some stupid reason, so there is no way to specify different D_INTER songs per episode on ports like Woof.

>> No.10631602

>>10631475
if it can be called from the command line then it wouldn't be hard to whip up a python program to call it for every word in a lista4aj

>> No.10631623
File: 115 KB, 600x600, dmr.jpg [View same] [iqdb] [saucenao] [google]
10631623

>>10631475
for comparison the following bit of bash will render a list of words to individual .wav files using espeak:
while read word; do echo "$word"; espeak -w $word.wav <<< "$word" ; done < words

>> No.10631640

>>10630687
>>10630689
Wait, does Timesplitters have m+kb controls? 2 and Future Perfect?

>> No.10631652

>>10631458
This made me think a Robocop themed wad would be pretty cool.

>> No.10631663

>>10631623
aaand it's done
>real 18m50,499s
>user 6m57,880s
>sys 11m48,890s
>$ du -sh
>2,8G .

>> No.10631674

>>10631640
Information on what PS2 games support USB input is spotty at best. The PAL versions definitely don't mention it in their manuals at all.

>>10631652
https://mikestoybox.net/2019/03/31/robocop-doom/

>> No.10631702

Is it possible to make a map for doom 64? Has anyone here ever made one? How to I start, I never made any sort of doom map before.

>> No.10631720
File: 763 KB, 1017x1331, __fio_germi_metal_slug_drawn_by_kei_soundcross__7a2a1ab77e766532cf321b58bede1388.png [View same] [iqdb] [saucenao] [google]
10631720

>>10629634
Higher res/quality version.

>> No.10631738

>>10631515
Who fucking knows. I'm irritated as fuck that there's a bunch of little things like that which MAPINFO does, but which UMAPINFO just fucking doesn't at all, even though it seems like extremely fucking small things.

I can only hope that UMAPINFO gets updated some day.

>> No.10631742

>>10631702
>Is it possible to make a map for doom 64?
Yes.

>Has anyone here ever made one?
Yes.

>How to I start,
Either Doombuilder 64, if you're doing it for the actual console game, or its ports (official or not). If you were working with one of the GzDoom conversions, you could use Ultimate Doom Builder.

>I never made any sort of doom map before.
Making levels for Doom is pretty damn easy to learn. Doom 64 adds some more layers and complexity, though none are really mandatory.
However, you would probably be expected to make use of a bunch of Doom 64's features for the level to not look and feel off compared to the original Doom 64 levels.

>> No.10631743

>>10629489
Nah


>>10629459
You can port the model to Turok 3 using the Blender tool

>> No.10631783

>>10631720
Goddammit, I just finished, and now you're posting this?!
Alright, here we go again...

>> No.10631789

>>10631742
Thank you, I'll see where it goes.
But can you like elaborate on the fan made map?

>> No.10631792

>>10631663
>>10631623
You can plug it right into the pk3, it only needs new SNDINFO lumps for your audio.

>> No.10631839

>>10631702
it's very similar to making maps for the original doom games, but you get some new neat features like basic scripting and spawners, setting the lighting gradients for every sector can be a pain in the ass though

>> No.10631841
File: 323 KB, 427x650, 1704526768054324.png [View same] [iqdb] [saucenao] [google]
10631841

>>10631720
Thanks anon

>> No.10631857

>>10631839
>setting the lighting gradients for every sector can be a pain in the ass though
That sounds like my kinda pain in the ass however. And I'm not going to have many sectors, I think.

>> No.10631869

>>10631789
There's been a few, at least one megawad even, and the bonus episode in the official rerelease was mapped in Doombuilder 64.

>> No.10631903

>>10629380
Alright, I have a request anons. I'm looking for the Sigil 2 version that has the THORR soundtrack, or I need a based anon to tell me that the soundtrack that comes with the free version is better.

>> No.10631915

Am I insane or does Duke reference fucking Stand By Me of all things?
Or was the phrase rip off your head and shit down your neck just popular back then?

>> No.10631954

>>10631743
I’m sure someone will do that eventually, along with the enhanced Danielle model that was included in the link

>> No.10632034

>>10631915
Even pokemon of all things references stand by me, and does so 2 minutes into the game.

>> No.10632038

>>10632034
That part where Red finds a dead body after his body is attacked by leeches did seem a bit odd for a pokemon game

>> No.10632061

>>10629382
Quake 2 Remastered Guardian Md5 is FUCKING OUT!
https://www.moddb.com/games/quake-2/addons/md5-model-guardian-for-quake-2-remastered

endorse the guy because this is really a superb job

>> No.10632076

>>10632061
Video showcasing the model
https://www.youtube.com/watch?v=B2KMLY1kIHA

>> No.10632141

>>10630831
Deus Ex too. it's already more than modern console m/k support because muh coompetition

>> No.10632161

>>10631915
It's Stand By Me reference. The movie was very popular.

>> No.10632184

>>10631915
>game full of pop culture references has pop culture reference

>> No.10632302
File: 94 KB, 1360x768, 4537346.webm [View same] [iqdb] [saucenao] [google]
10632302

>> No.10632304 [DELETED] 

>>10629596
>my brother who always picked [Fio]
I hope her transition is going well.

>> No.10632321
File: 1.31 MB, 1366x768, plaw03_2024-01-25_15-11-17.png [View same] [iqdb] [saucenao] [google]
10632321

>> No.10632323
File: 1.41 MB, 1366x768, plaw03_2024-01-25_15-24-27.png [View same] [iqdb] [saucenao] [google]
10632323

>>10632321

>> No.10632354

>>10632321
Imagine playing this with variable gravity

>> No.10632483

>>10630031
SHROOMS

>> No.10632504
File: 729 KB, 955x1197, 7a2a1ab77e766532cf321b58bede1388.png [View same] [iqdb] [saucenao] [google]
10632504

>>10631720
This looks so weird cut off, should've just cropped it

>> No.10632515

blogpost: i get so hung up on making things detailed in my maps and i don't know why. i keep reminding myself to keep it simple stupid but then i make a pillar and i think "fuck i reaaaaaaaally need to make this look good" when players are just going to run past it and shoot shit goddamn.

>> No.10632523

>>10632515
Does it prevent you from actually finishing the maps?
Does it impede the maps overall?
Is it important if the players notice it? I always put a lot of stuff into my maps I think is cool because I find it cool. I don't care if the players notice it or not.

>> No.10632525

>>10632515
There's nothing wrong with taking pride in your work. If a job is worth doing, it's worth doing well.

>> No.10632528

>>10632504
Do you think Doomguy and Fio would get along?

>> No.10632529

>>10632523
>Does it prevent you from actually finishing the maps?
yes
>Does it impede the maps overall?
in the sense that it keeps me from finishing yes
>>10632525
see i agree with this but after a certain point im not being disciplined and finishing shit

>> No.10632531
File: 93 KB, 580x580, 1706192917431.png [View same] [iqdb] [saucenao] [google]
10632531

Agree with this one?

>> No.10632540

>>10632531
>awful pwad design bingo
Sounds more like a "git gud, and a better taste" bingo

>> No.10632541

>>10632523
>Is it important if the players notice it? I always put a lot of stuff into my maps I think is cool because I find it cool. I don't care if the players notice it or not.
also that's given me some thought. if some geometry or asset isn't very important to look at then i should spend less time on it

>> No.10632545

>>10632540
>get better taste
It can be hard to tell how hard some WADs will suck until you're actually playing them.

>> No.10632558

>>10632515
Do it in steps. Force yourself to think of the first iteration as a sketch, then spend all the time in the world making nice pillars. Just don't do autismal amounts of middle linedef railings, no engine likes that.

>> No.10632580

>>10632531
platforming

>> No.10632584

i don't know if this was already posted in here but:
https://www.youtube.com/watch?v=2UYGVVcZpD0

>> No.10632594

>>10632584
god that looks awful

>> No.10632598

>>10632584
What am I supposed to be seeing differently?

>> No.10632601

>>10632584
idk, i like it but it's too accentuated on some surfaces and the voxel monsters' geometry needs a few improvements

>> No.10632604

>>10632598
You can see some of it in the thumbnail, the door has kind of a bump-mapping effect to it where it's no longer a flat texture, so parts of the door jut out a little.

>> No.10632605

>>10632601
meant for>>10632594

>>10632598
you need glasses fampai

>> No.10632606
File: 178 KB, 580x580, image.png [View same] [iqdb] [saucenao] [google]
10632606

>>10632531
Red equals shit wad. Has to be something extraordinary to redeem this shit.
Yellow equals shit but playable.

>>10632580
It's "gimmicky gameplay" I assume. Explicit precision platforming on the other hand is half-step from uninstall wizard.

>> No.10632624

>>10632531
change baron to revenant/archvile spam

>> No.10632625

>>10632624
Revenants are less of an issue cause they have significantly less health.

>> No.10632650

>>10632625
still. it's a repetitive and boring cliché. I rather prefer fighting barons as long it has a good amount of ammo than revenants and their bullshit RNG missiles.

>> No.10632652

>>10632531
thanks for the map ideas anon }:^)

>> No.10632653

>>10632652
> }:^)
I didn't think hell nobles browsed this board.

>> No.10632679
File: 781 KB, 1363x768, nugg0086.png [View same] [iqdb] [saucenao] [google]
10632679

>Dropped Eviternity 2 around release because it wasn't running on Nugget and DSDA had issues for some reason
Is Nugget fixed now? I want to go back to playing Doom and I've had a recent and disgusting addiction to gatcha that I need to purge from myself. It's the lowest form gaming can take and the fact that I actually liked a "game" from that genre sickens me.

>> No.10632683

>>10632679
what gacha?

>> No.10632692

>>10632679
i thought they patched it very fast but i might be wrong

>> No.10632694

>>10632683
Nikke. Girls and guns plus bouncing tits and ass are a lovely combination, but it's still some shitty predatory system with shit writing.
Either way I need to get back into actual games again immediately. It's only been a few weeks, I can still be saved. It was either Doom or a Quake mod, and I'm thinking Doom because it's just the more satisfying game.

>> No.10632720
File: 3.77 MB, 1920x1080, Nugget Doom 2.3.1 2024-01-25 07-46-10.webm [View same] [iqdb] [saucenao] [google]
10632720

>okay one quick map before I go to sleep
>map31 was relatively quick, what could possibly go wrong
>3 hours later, the sun is crawling through the curtains
Holy sweet mother of ludokino.

>> No.10632723

>>10632720
wut wad

>> No.10632731
File: 251 KB, 1920x1080, Nugget Doom 2.3.1 2024-01-25 09-00-19.webm [View same] [iqdb] [saucenao] [google]
10632731

>>10632723
Eviternity 1 secret map
>check doomwiki
>barely any maps from him for two decades
Life is just unfair.

>> No.10632774
File: 1.06 MB, 1920x1080, Nugget Doom 2.3.1 2024-01-25 09-12-02.webm [View same] [iqdb] [saucenao] [google]
10632774

>>10632731
It's just insane how every tiny piece of map is so tastefully built together, every encounter is so craftfully directed, every slaughter is so well calculated, every texture is so well drawn and placed, and all that from the dude who barely makes any Doom maps at all. Meanwhile plebeians just shitting mediocre maps non-stop like there's no tomorrow. Nordic mentality is just on another level.

>> No.10632782

>>10632321
Cool non-euclidean map. Where is this from?

>> No.10632808
File: 32 KB, 360x360, 1693863514843654.jpg [View same] [iqdb] [saucenao] [google]
10632808

>>10632652

>> No.10632810

>>10632652
>implying it would be different either way

>> No.10632905 [DELETED] 
File: 3.07 MB, 1306x1710, The Official Doom Mapping Bingo.png [View same] [iqdb] [saucenao] [google]
10632905

>>10632652
I challenge you to make a map with all itens on the bingo.
Also someone made an updated version, it's from kiwi farms

>> No.10632928
File: 1.01 MB, 1303x1024, light.png [View same] [iqdb] [saucenao] [google]
10632928

adding pointless details and lighting is fun!
>>10632905
that would honestly be quite difficult I think. some of them are contradictory. like endless circle strafing combat but also no ammo

>> No.10632948

>>10632528
Probably.
Doomguy seems to be perfectly willing to tolerate anyone who won't stop him from killing demons or tell him to do something evil.

>> No.10632962

>>10632694
Try and remember that you can look at all the bouncing tits you want for free, and it becomes easier to shake that. Hell that game has shit-tons of porn already.

>> No.10632972 [DELETED] 
File: 74 KB, 214x193, image.png [View same] [iqdb] [saucenao] [google]
10632972

>>10632905
Still missing the platforming.

>pic
I will play your wad now.

>> No.10632976

>>10632905
Why not Zdoom mapping bingo?

>> No.10632987

>>10632972
Ah yes, the blind TNT experience

>> No.10632991
File: 321 KB, 686x561, revenant skill issue.png [View same] [iqdb] [saucenao] [google]
10632991

>>10632624

>> No.10633025

>>10632679
I never had issues running Eviternity 2 on Nugget

>> No.10633038
File: 444 KB, 2048x1152, lighting2.png [View same] [iqdb] [saucenao] [google]
10633038

updated MAP07. mostly just playing around with lighting and texturing in the lava room, and making the geometry more interesting
https://files.catbox.moe/sxni5h.wad
id's lighting hack for horizontal/vertical walls is really annoying when fiddling with lighting

>> No.10633062

>>10632606
I can't see the 'lazily adding revenants hordes to increase difficulty'

>> No.10633074

>>10632504
weird how they gave nerdy fiolina the big boobies and eri ended up with the a cups despite being blonde.

>> No.10633082

>>10632928
>like endless circle strafing combat but also no ammo
Simple, make the circle strafing section punch-only

>> No.10633120

>>10632782
The Trickster's Domain

>> No.10633145
File: 11 KB, 83x79, 1686631231535637.gif [View same] [iqdb] [saucenao] [google]
10633145

>>10632991
I hear ya brother

>> No.10633150
File: 1.39 MB, 1366x768, mtsch001_2024-01-25_20-31-14.png [View same] [iqdb] [saucenao] [google]
10633150

Hmmmm

>> No.10633159

always thought jackal shields were so cool and always wanted to carry one.

Had an idea to recreate that kind of shield, or closely emulate one having health.

Blocking projectile/ has low hp let say 25.
Enough damage at once enters death, it takes away inventory token from player.
Amount of tokens corresponds with color indicating health.
10-7 green
6-3 yellow
2-1red
0 breaks

Couldn’t find any mod that had finite energy shield.

>> No.10633183

>>10633038
I'm also at a bit of a crossroads, because I want to make the lava bright but keep the walls dark. this can be done in vanilla doom by adding a thin sector around the walls then change the brightness inside that. but I hear it's way easier with boom because walls can have brightness there

>> No.10633198

>>10633159
Make that mod anon, you can do it.
Hint: use a playerpawn damageMobj override and use something like
if( absAngle(angle, angleto(inflictor) )< 45.0 ) {shield_logic_here}
to check if the incoming attack is coming from the front

>> No.10633214

>>10633183
>with boom
create a sector outside of the map with the same tag as the lava, have the lava sectors that touch the walls be dark and use the transfer floor brightness line special from the bright dummy sector
this brightens (or darkens) the floor but not the ceiling, actually not sure how it interacts with walls

>> No.10633230

>>10633214
I don't mind the ceiling being bright I think. but thanks for the tip

>> No.10633253

>>10633198
Never knew that was a thing , hah! I wish I could understand script. Been thinking in DECOR mostly cuz that’s what I used during skulltag days.

It seems logical right?
Originally planned to have it up and block everything but after playing fortnite a shield break system may be fun challenge/balance.

>> No.10633301

>>10633253
You should definitely try your hand at ZScript. It can work like decorate for weapons and monsters, but also has the ability to do so much more (such as override virtual functions, like what happens when you take damage). Unlike a few years ago there are guides and documentation.

>> No.10633350 [DELETED] 

>>10632905
Kiwi Farms is making a Doom project.

>> No.10633371 [DELETED] 

>>10633350
betting it will be like 1 cool level, 2 mildly funny ones then a heap of absolute garbage

>> No.10633374 [DELETED] 

>>10633371
That's pretty much what it has been so far, lots of newcomers learning how stuff works.

>> No.10633437

>>10631903
they are both good
SIGIL_II_MP3_V1_0.WAD
https://files.catbox.moe/kt285d.WAD

>> No.10633459

>>10629459
haha, imagine all of them step barefoot on your testicles, that would be crazy, haha

>> No.10633465

>>10629557
>available 4chan garbage

>> No.10633471

>>10630712
it happened to me once

>> No.10633475

>>10630805
set the vertical sensitivity to zero

>> No.10633478

>>10631056
shot at them until they die

>> No.10633481

>>10633301
I will I came up with more weapons and i feel like need script cuz needs to do multiple function.
You don't need to compile do you? you can just write stuff in script window in slade?

>> No.10633485

>>10631014
>>10633475
Sorry I meant moving forward/backwards with the vertical movement, that's the default with Vanilla Essence 4.3

>> No.10633490
File: 1.57 MB, 1920x1080, 1696363622327898.png [View same] [iqdb] [saucenao] [google]
10633490

I miss mapping for ut2004 so much, bros
I know it's pointless to go back to it

>> No.10633493

>>10633485
always mouse look
forward/backwards speed to zero

>> No.10633504

>>10633493
wow I don't know how I missed that, thanks

>> No.10633519

>>10629382
The SW mapping kit had been updated with a tutorial video, Build Engine Boot Camp. It's over an hour long and covers most aspects of Build mapping. Hope this motivates more dudes to try out Mapster and explains the controls simply.

>> No.10633521

>>10633481
Yeah you just write stuff in a text file, the engine compiles it when you run. The file in the root of your folder/pk3 has to be called "ZScript" and inside it you need to put a line that specifies the engine version it's made for, like this:
>version "4.11.0"
after that you probably want to put your #include lines, like
>#include "Scripts/Weapons/MyFancyActor.zsc"
.zsc is not mandatory, you can use any file ending.

>> No.10633523

>>10632650
>it's a repetitive and boring cliché.
I think Revenants are the most interesting and versatiles monsters, I like fighting a couple of them like a few dozens of them.

>> No.10633524

>>10633490
If you tell me the name of that map then we can play it right NOW

>> No.10633525

>>10633490
That looks phenomenal

>> No.10633540

>Turok guy is still alive
Thank god. I downloaded everything from that google drive link when he first disappeared

>> No.10633545
File: 17 KB, 1360x768, doomguy has gone berserk.png [View same] [iqdb] [saucenao] [google]
10633545

>> No.10633621

>>10633521
oh wow, doom modding has come a long way, I remember it was a hassle, that's good to know.
I want to give my hand an EVO armor system (damage levels up the armor cap) and teleportation, a script would be better to handle the logistics.

>> No.10633626
File: 2.90 MB, 1920x1080, 1689948340439173.png [View same] [iqdb] [saucenao] [google]
10633626

>>10633524
it's one of the community map packs
https://www.moddb.com/games/unreal-tournament-2004/downloads/community-bonus-pack-1
https://www.moddb.com/games/unreal-tournament-2004/downloads/community-bonus-pack-2-vol1
https://www.moddb.com/games/unreal-tournament-2004/downloads/community-bonus-pack-2-vol2
I'm in southamerica

>> No.10633640

>>10633626
>I'm in southamerica
Could still try in the near future, although now that I look at the clock, it is a bit late. You'd be up to try sometime this weekend maybe?

>> No.10633642

>>10633626
>that perfectly smooth incline with perfectly crisp texture
doombros... I might commit a sin...

>> No.10633654
File: 2.83 MB, 1920x1080, 1700057993637861.png [View same] [iqdb] [saucenao] [google]
10633654

>>10633640
yeah, if you want to set up something for the anons I can post some links

>> No.10633671

>>10633654
>engine literally designed to be modded
>dead in the water modding scene
how does this happen?

>> No.10633674

>>10633654
God, I've complained before that UT2004 maps don't hit the same level of rich darkness and comfy factor as UT99, and it's clear I'm just a fucking retard that hasn't played enough maps

>> No.10633695

>>10633671
In fairness, the UT series is fairly iterative, but there's enough different about them to make each one distinct. It's something that easily leads to fragmentation, and by the time UT2004 came out, people were deep entrenched in mapping for UT99 and thus wouldn't move over. The fact that UT99 still gets updates and occasional mapping contests/jams is all too easy to understand, and it's why UT2014 was doomed to fail even without Fortnite taking over.

Although, huge credit to Black Cat Games for swinging absolute HUGE honkin' dick by not getting too stuck in one title and instead gave both games an amazing mod.

>> No.10633706
File: 2.72 MB, 1920x1080, 1684045056856621.png [View same] [iqdb] [saucenao] [google]
10633706

>>10633674
a lot of comfy if you look enough

>> No.10633710

>>10633695
https://www.blackcatgames.com/asv1/
>site still up
damn, I want to go back, bros......

>> No.10633712

>>10633671
Multiplayer focus with dead multiplayer. That's why Quake 3 is absolutely dead compared to 1 or even 2.

>> No.10633714

>>10633712
Quake 3 is dead because why would you play Quake 3 over Xonotic?

>> No.10633728

>>10633712
you can mod it anon, you can make single player for it
https://www.utzone.de/forum/downloads.php?do=file&id=3435

>> No.10633752

>>10633728
Now that you mention it, I'm surprised that I've never really associated Monster Hunt or something similar with UT2004 like I have with UT99. I mostly stuck to Onslaught during UT2004 heyday, so I wouldn't know: did people instead get funneled into Killing Floor or something?

>> No.10633753

>>10633728
>Coop play:
>...
>Monster players - Allow players take control of monsters (useage: press Tab and write "PawnList", then select a pawn with command "SetPawn").
That's pretty neato.

>> No.10633764

>>10633753
That's something I certainly would like to see more in games. Granted, I think most games I'd want it in would require some sort of super monster in the same vein as L4D2's special infected for the monster players to have fun (which is why I haven't been gun-ho about trying something like Master of Puppets), but Unreal would certainly be one of the ones that'd probably work right out of the box.

After all, people won't ever shut the fuck up about how the Skaarj are basically just bots with a single plasma weapon already.

>> No.10633765
File: 2.21 MB, 1920x1080, 1693001073893989.png [View same] [iqdb] [saucenao] [google]
10633765

>>10633712
I remember a single player gametype but it had like two maps for it, kek

>> No.10633773
File: 91 KB, 736x904, UFO Enemy Unknown.jpg [View same] [iqdb] [saucenao] [google]
10633773

>>10633545

>> No.10633786

>>10633714
I wonder how they're going to handle the inevitable Kex Q3 remaster, given it's multiplayer focused and arena shooters have a reputation for being impossible to revive.

>> No.10633787
File: 51 KB, 640x480, 1701473155503612.jpg [View same] [iqdb] [saucenao] [google]
10633787

>>10633765
here it is
https://www.mapraider.com/maps/unreal-tournament-2004/osm-adventure

>> No.10633790

>>10633786
adding a single player campaign of course
I'd pay 60 dollars for it

>> No.10633793

>>10633545
i cant find the clip of Peter Griffin saying good, it was a cutaway gag in S4 E 28, to express my satisfaction with such a message.
You know I'm surprised there hasn't been a Xcom mod for doom.

I guess have to come up with a fun gameplay look.

>> No.10633794

>>10633790
The PS2 port sort of had one, it's still a bunch of bot deathmatches but you have stats that get leveled up over time, and your starting stats depend on your skin.

>> No.10633801

>>10633794
I mean a full no arena with bots campaign
maybe choose 4 characters of the entire roosters and make 4 campaigns of 8 maps for each one describing how they ended in the arena eternal, you could have a crash campaign

>> No.10633827

>>10633793
There's a mod called The X-Com Files that has some Doom themed content
https://xcf.trigramreactor.net/master/article/STR_DOOM_IMP

>> No.10633831

Is GZDoom a good port?

>> No.10633840
File: 783 KB, 1920x1080, me1m1_2024-01-25_21-56-20.png [View same] [iqdb] [saucenao] [google]
10633840

Are giant, circular bossfight arenas played out yet?
No, it's not Chthon.

>> No.10633842

>>10633831
oh boy...

>> No.10633852
File: 673 KB, 1000x563, 1678199063095238.png [View same] [iqdb] [saucenao] [google]
10633852

>>10633840
add the humvee from turok

>> No.10633859

>>10633831
it has better modding features than any other port and it hasn't been a close race in years

>> No.10633865

>>10633831
For better or worse, it has the most support.
As long its accessible and free its good in my book.

>> No.10633906 [SPOILER] 
File: 694 KB, 854x480, field of view.png [View same] [iqdb] [saucenao] [google]
10633906

>> No.10633909

>>10633831
GZDoom doesn't port Doom

>> No.10633912

>>10633909
yeah it does, i can play doom2.wad

>> No.10633915

>>10633909
Your endless seething will feed me forever.

>> No.10633919

>>10633793
>You know I'm surprised there hasn't been a Xcom mod for doom.
That Forgotten Sprites mod that was on sale on Steam for some time used the Muton sprites for Hellknights or something but nobody's really tried to do the a full fledged mod.

Kind of a shame since it'd be able to pull from UFO Enemy Unknown and TFTD.

>> No.10633920
File: 909 KB, 1920x1080, 1514594527667.png [View same] [iqdb] [saucenao] [google]
10633920

Damn, I'm looking good!

>> No.10633921

Tfw no 94p

>> No.10633945

>>10633912
>doom2.wad
It's DOOM2.WAD
Fake fan

>> No.10633948

>>10633920
ANON LOOK OUT THERE'S A SKELETON RIGHT BEHIND YOOOOOOU

>> No.10633952

>>10633921
chop is a complete dumbass and I hope he never leads anything again

>> No.10633958

>>10633919
the forgotten srpites mod?

>> No.10633963

Doom 2 is a better base game for modding and the custom levels make it worth playing, but if we're just including official levels Duke Nukem is the superior game and it's not even really close.

>> No.10633967

>>10633671
UE2's version of UEd uses a feature that has been entirely deprecated by all modern video cards and drivers, namely lockable VRAM (to draw the map views). What's supposed to happen is that the viewport VRAM is locked, and shit gets dropped into it to update the viewports. Everybody ditched that feature, so the system has to emulate it, which makes the editor run like complete shit.
>t. poorly-remembered Vogons thread

>> No.10633968

when i was 8, my parents asked me what game for my birthday and i said doom. I proceed to tell them the story of doom. Science facility, portal technology overrun by demons and you shoot guns etc.

They got me half-life.

Was pretty funny looking back.

>> No.10633972

>>10633963
too bad the build engine is more difficult to map with.

GZdoom can pull of build engine level stuff right? Destructable walls etc.

>> No.10633978

>>10633921
here I have your 94 milimeters of penis
*unzips*

>> No.10633994

>>10633967
if you disable the gpu from the device management, it works as intended, also, if you have an amd apu and choose the apu over your discrete gpu it also works, I never tried with an intel k

>> No.10633996

>>10633963
Douk 3D really failed to grab me. The end stretch of Episode 1 drained my interest, and going into Episode 2, I didn't know if it'd get any better, so I ended up shelving the game and haven't got back to it. It might've just been how I played it, but it's been sitting low on the games for me to get back.

But with that being said, I wouldn't really fight on any hill for Doom 2's levels to begin with, so you got me there

>> No.10634001

>>10633968
I honestly barely remembered that the gateways were an important part of Doom's story. Part of it of course being because Doom barely has a story, but Quake certainly benefits from each episode beginning with a techbase to cement the connection.

That being said, I think the funny bit is Doom 3 eventually paying the favor back by feeling extremely like if Half-Life 2 was just Half-Life 1 w/ Demons

>> No.10634015
File: 42 KB, 576x521, 1690300310410531.jpg [View same] [iqdb] [saucenao] [google]
10634015

>>10633967
I still have the tic of not ctrl-z after moving a brush because it crashed everything, that was fixed in the last patch like in 2005

>> No.10634031
File: 28 KB, 512x512, honk bonkem.png [View same] [iqdb] [saucenao] [google]
10634031

>> No.10634042

>>10634001
I read the text and looked up the story. Remember stumbled on to a RP website that described all the demon like a zoologist. The behaviors, attacks etc with screen shots of said demon in game. “Archvile - bravely taken by the late dr.shikumaya on her final expedition”

>> No.10634137

>>10633967
dege was looking into it and seems he gave up

>> No.10634138

>>10633831
If you want to play custom maps no, if you want to play mods yes.

>> No.10634141

>>10634138
Works well for both.

>> No.10634146

>>10633967
>>10634137
even then, dgvoodoo with fast video memory access enabled reduces the click time to 1-2 seconds

>> No.10634159

>>10634141
Not without fiddling since gzdoom defaults to settings that doesn’t resemble doom gameplay or visuals in the slightest. For doom gameplay and custom maps there are several superior sourceports.

>> No.10634171

>>10633972
Yeah, gzdoom can do a lot of the more interesting things that build can. I also think that Doom has a more archetypical and balanced weapon and monster roster which helps keep it feeling interesting 30 years later.
Duke just has more interesting, interactive and fun levels in the base game. I never really want to go back to playing vanilla Doom 2, but I play through Duke regularly. Although I still play more Doom overall because of the vast amounts of user content.
>>10633996
Skip episode 2 for a bit. If you ever want to come back to it (and you should) just go straight to episode 3. 2 is the weakest by far in my opinion, and I think that opinion is pretty common.

>> No.10634178
File: 492 KB, 120x261, slow jerk.gif [View same] [iqdb] [saucenao] [google]
10634178

>>10634159
>that doesn’t resemble doom gameplay or visuals in the slightest

>> No.10634205

>>10634178
>jump and crouch enabled and bound by default
>the default doom interact key (space) is now jump of all things
There's no excuse. Yeah you can have your shitty port, zoomer.

>> No.10634214

>>10633920
Of course it is a Revenant, it's always a Revenant!

>> No.10634234

>>10633958
A fucking awful TC from that Russian forum that was bundled up with Doom2.wad and sold on Steam till it was noticed it was violating copyrights.
https://www.youtube.com/watch?v=6t9AYUsTFvQ

>> No.10634235

>>10634205
>jump and crouch enabled and bound by default
So fucking what?

>the default doom interact key (space) is now jump of all things
The first thing you do when getting any game or port isn't to set up binds?

>There's no excuse.
Both of those things are abject non-issues, at least the smear filter looks alarmingly ugly at a glance. Setting aside the grueling 15 seconds it takes to address these things (and then never again, if you just have the presence of mind to copy over your config for future versions), ZDoom plays extremely closely to Doom.

>Yeah you can have your shitty port, zoomer.
I'm your age at the least, you posturing niggerfaggot, and ZDoom was around since both of us were kids.

>> No.10634243

>>10634205
Mousewalking is also default Doom behavior and nobody complains that all the ports change that shit.

>> No.10634270
File: 551 KB, 1112x569, 1690964439337902.png [View same] [iqdb] [saucenao] [google]
10634270

>>10633545

>> No.10634359
File: 1.40 MB, 720x360, you&#039;re a nerd.webm [View same] [iqdb] [saucenao] [google]
10634359

>>10634205

>> No.10634363
File: 2.24 MB, 480x258, when your player skin has a crouch animation.gif [View same] [iqdb] [saucenao] [google]
10634363

>> No.10634367

>>10633545
I recall this XCOM LP on /v/, OP ended up winning and Doomguy survived. Haven't seen another of those in a while though.

>> No.10634371
File: 83 KB, 241x314, file.png [View same] [iqdb] [saucenao] [google]
10634371

>>10634367
4chan LPs just hit different. I wonder if there's any /doom/ related games I could do one of (in a separate thread ofc)

>> No.10634376

>>10634371
Hey I remember that image. Do you have
>Noble Voice: FUCK YOU!

>> No.10634379
File: 60 KB, 295x342, 1444311833790.jpg [View same] [iqdb] [saucenao] [google]
10634379

>>10634376
Here ya go. I'm actually playing this game right now as FUCK YOU and it's netting me tons of good screenshots.

>> No.10634382
File: 1.46 MB, 720x1280, 1704212421265436.webm [View same] [iqdb] [saucenao] [google]
10634382

>>10634379
>1444311833790
Man, time sure is an uncaring master.

>> No.10634421
File: 364 KB, 1024x768, 1406966456469.png [View same] [iqdb] [saucenao] [google]
10634421

>> No.10634424

>>10634421
>ad0hk
wtf he's still alive?

>> No.10634425
File: 340 KB, 1024x768, whodunit.png [View same] [iqdb] [saucenao] [google]
10634425

>> No.10634427

>>10634424
Old as fuck screenshots from many years ago.

>> No.10634434

>>10634427
i guess it being whodunit shoulda tipped me off. ain't played that in forever. i liked gmod's ttt better

>> No.10634440

>>10634424
Whomst've?

>> No.10634464

>>10634440
just a regular zandronum player from way back. there was a lot of em. they even had a skype group at one time that i was invited to but they were all kind of weird so i just faded out of it. lots of orbiting of some female doom player

>> No.10634469

>throw duke nukem 3d floppy disk into computer hole
>boot up game
>grab shotgun
>shoot piggy pig with shotgun point blank
>piggy pig doesn't flinch from damage at all and shotguns me instead
>immediately uninstall computer hole
bad game

>> No.10634487

>>10634469
Blow it out your ass

>> No.10634505
File: 3.90 MB, 640x480, hitscans in douk.webm [View same] [iqdb] [saucenao] [google]
10634505

>>10634469
You're supposed to, A), dart from cover to cover when pumping or swapping mags, B), circlestrafe because Build hitscanners don't have instant and perfect followthrough and this works, or C), repeatedly kick the motherfucker in the nuts as you pulp their face with pistol bullets or buckshot.

Optionally all of those things at once.

>> No.10634527

>>10634505
I really like Duke's shotgun.

>> No.10634535

>>10634527
I like it too, because it handles like Doom's shotgun, only it feels slightly more potent. Looks cool, also.

>> No.10634552

somebody's talking about us in a master of puppets server on zandro

>> No.10634553

>>10634552
Tell him I think he's handsome.

>> No.10634567

>>10634552
Is he cute?

>> No.10634571
File: 133 KB, 1112x834, YarrNeverChanges.jpg [View same] [iqdb] [saucenao] [google]
10634571

>>10633793
>>10633827
X-Piratez has zombiemen, imps and pinkies in it

>> No.10634575

>>10634243
Lol, not the same thing at all.

>> No.10634576
File: 655 KB, 1920x1080, 1693713433364170.png [View same] [iqdb] [saucenao] [google]
10634576

BAGEL!

>> No.10634581

>>10632679
woof is fixed since 12.0.1/12.0.2
nugget merged those fixes in 2.3.0
current nugget is 2.3.1

go ahead an play it, anon

>> No.10634589

>>10634371
Would DoomRL be a decent candidate? But I'd think anything that lets other anons engage a little works best, XCOM is a good example with deciding base locations and soldier names.

>> No.10634626
File: 128 KB, 1024x1024, DnZAtNwW4AAW1pI.jpg_large.jpg [View same] [iqdb] [saucenao] [google]
10634626

>>10633831
>>10633909

>> No.10634670

>>10633996
Yeah the latter levels in episode 1 aren't great, same with episode 2. It picks up a bit in episode 3, but I'd say at least half of the levels in Duke aren't that good. I enjoyed the levels in SW and Blood way way more.

>> No.10634671

>>10634576
This mod is a fucking crackhead fever dream.

>> No.10634682

>>10633972
>GZdoom can pull of build engine level stuff right?
At the expense of playable framerates on most average PCs, yes.

>> No.10634696
File: 1.32 MB, 1920x1080, 1686730921660299.png [View same] [iqdb] [saucenao] [google]
10634696

>>10634671
Tell me about it.

>> No.10634704

I'm using BuildGDX to play Shadow Warrior, and for some reason the computerized female voice doesn't announce switching to the nuclear warhead, and Lo Wang doesn't say anything either. Bug?

>> No.10634828

>>10634243
Most ports have it on by default, and it was something you could get rid of on hardware of the time.

>> No.10634879

>>10634704
Works for me on 1.16, where did you get the base game files?

>> No.10634882

>>10634879
How do I know what release I'm on?
>base game files
https://gog-games.to/game/shadow_warrior_complete

>> No.10634892

>>10634682
For fancy modern graphics effects, it can be demanding, but for Build tier stuff, it's fucking nothing.
Stop being poor.

>> No.10634910
File: 53 KB, 688x527, gdx_menu.png [View same] [iqdb] [saucenao] [google]
10634910

>>10634882
>How do I know what release I'm on?
Says which version you're running in the menu, otherwise check the first few lines when you boot the game.

>> No.10634914

>>10634910
1.16. So what the frick, what should I do?

>> No.10634917

>>10634910
The lines in the console that is.

>> No.10634927

>>10634914
No idea, running any addons/mods?

>> No.10634938

>>10634682
no anon, your decade-old integrated graphics laptop isn't average

>> No.10634940

>>10634927
Nein.

>> No.10634941

>>10633972
>GZdoom can pull of build engine level stuff right? Destructable walls etc.
Yeah it has both wall, ceiling and floor portals as well as "3D floors" and destructible walls.

The issue is that the correct way to do some types of geometry for the sake of performance as well as good physics and monster pathfinding is not always immediately obvious.

>> No.10634942

>>10634914
>>10634940
Are these voices in a separate archive file? perhaps you're not loading that.

>> No.10634943
File: 470 KB, 2048x1152, transfer light.png [View same] [iqdb] [saucenao] [google]
10634943

>>10633214
>actually not sure how it interacts with walls
just tried it, the walls are left as-is. I've now added two dummy sectors to raise both the brightness of the lava and of the rock near the lava to 192 and 160 respectively. see picrel with gamma=1.00. map is probably still compatible with vanilla, except you don't get the these brightness changes. oh well, it looks neat

>> No.10634947

>>10634942
I just point at the gog installation directory from >>10634882
If you have time, maybe you could try downloading from that link and seeing if it doesn't work for you. Then we know it's that particular installation.

>> No.10634950 [DELETED] 
File: 3.07 MB, 1306x1710, The Official Troonworld Mapping Bingo.png [View same] [iqdb] [saucenao] [google]
10634950

Kiwis are making a mappack.

>> No.10634960

>>10634947
Sorry, don't have the time at the moment. Not to be insulting, but have have you checked if it's something as simple as Voice volume being set at 0?

Could also try running it with Raze. If the voices don't work there they're probably not included for some reason.

>> No.10634964

I only use gzdoom

>> No.10634971

>>10634960
Voice volume isn't set at 0 but I don't blame you for suggesting it.
>Raze
Fuck I suppose. I really like BuildGDX but I'll see.

>> No.10634978

>>10634964
It's the best way to play Doom.

>> No.10634985

>>10634971
It'd just be for troubleshooting, if the voices work there you can probably get them working in GDX as well somehow.

>> No.10635059

>>10634938
I sometimes play Gzdoom on my shitty thinkpad and it runs fine
Do overhauls make it chug or something?

>> No.10635062

>>10634943
works fine in Woof too
I tested it in DOOM2.EXE and unfortunately it hits the visplane limit in the lava room. oh well

>> No.10635075

>>10635059
GzDoom has ditched a lot of support for really old hardware which nobody uses anymore (like antique 32bit CPUs), and thus it doesn't run that well on computers from 2003 anymore.

Some people interpret this as GzDoom being extremely demanding across the board, when it's a matter of targeting hardware which people actually use for playing GzDoom with.

>> No.10635090

>>10633074
Stacked nerdy girls are a treasure

>> No.10635107

>>10635075
stupid graf not allowing me to play Dawn of Reality on my Zuse Z3 >:(

>> No.10635132

>>10634205
Skulltag wasn’t doom either huh?

>> No.10635137

>>10634363
I remember it was all the rage back then, have your mod to crouch. remember the mod that showed the weapon your holding?

>> No.10635147

>>10634626
Slap doomguy face on it.
Make the cape green lol

>> No.10635150

>>10634964
I use to have gzdoom, skulltag, zdoom.

Zdoom was the most popular thing. Gzdoom was for tech wizards who had super computers.

Everyone just using gz it seems.

>> No.10635160

>>10635150
Skulltag became Zandronum, which eventually came to a complete halt in development and now kind of languishes, like some sort of ZDaemon Part 2.
ZDoom folded into GzDoom basically.

>> No.10635162

>>10635150
ZDoom stopped being developed long ago. These days there two relevant advanced ports: GZDoom for things with fancy scripting and visuals and Zandronum (the Skulltag successor) for client/server gameplay.

>> No.10635165

>>10635162
I wish GzDoom had client server netplay.
I wish it so fucking much.

>> No.10635179

>>10635165
Yeah it would be extremely cool. Now that there are a lot of people making commercial games with the engine I think there's a higher likelihood that one of them hires someone to do that. But it will probably be very hard to make the VM play nice with a C/S system.

>> No.10635180

If I could just find a netcode dev and take him hostage, and make him develop client/server for GzDoom.
Think about the possibilities of that, especially together with the new isometric mode.

>> No.10635187
File: 1.57 MB, 1833x1200, 1695968474114731.png [View same] [iqdb] [saucenao] [google]
10635187

>> No.10635196

>>10634576
Complex Doom Super Duper Ultra Mega Hyper Tournament Champion Edition?

>> No.10635207

>Launcher is too old to parse the data from Server
I'm trying to use odamex but I keep getting seg faults, what do I do?

>> No.10635230
File: 440 KB, 1232x1788, calebucard.jpg [View same] [iqdb] [saucenao] [google]
10635230

>>10635187
Korean Caleb from the comic/manwha Priest is also cool

>> No.10635262

>>10635062
on the topic of visplanes, is there some way to detect whether a map has the issue or not?

>> No.10635302

>>10635179
I still think client build should have a fun name. Some pun with doom & skull.

What’s raze?
And Ldoom?

>> No.10635364

>>10634425
sus

>> No.10635386

>>10631674
Jesus, there's a .wad for everything anyone could ever think of.

>> No.10635405
File: 210 KB, 620x349, Screenshot_Bionicle_Doom_20210518_100915.png [View same] [iqdb] [saucenao] [google]
10635405

>>10633963
For whatever it's worth (next to nothing) I feel Final Doom beats them both when it comes to gameplay and combat encounters, though that's mostly coming from Plutonia.
>>10635386
It's beautiful. I'm still quite happy knowing a rather nuanced Bionicle mod exists.

>> No.10635414

>>10635405
I like Plutonia intro. i use to test things with Plutonia over doom 2

>> No.10635419

>>10635386
>>10635405
What about a 70s blacksploitation .wad? Complete with funky music and visuals?

>> No.10635472

Does anyone remember a weird surreal wad that had something to do with linux? It was posted here recently but I can't find it

>> No.10635476

>>10635472
nvm found it
https://youtube.com/watch?v=0YoqfMFtO_4

>> No.10635542

>>10635472
That's ARCHIE

>> No.10635550

>>10635476
oops
Anyway, speaking of weird schizo shit: I wish I'd saved the videos by that insane person that thought he was doing real magic with his wads. https://www.doomworld.com/forum/topic/87568-mancubus-grinding-valid-transmutation-for-your-computer/
The captions on those vids were something else I tell you.

>> No.10635641

>>10635414
I like System Control for quick testing of mob stuff since it's just a better Entryway.

>> No.10635643

>>10635419
You could make an entire Build engine FPS out of that.

>> No.10635665
File: 155 KB, 2560x1440, deadzone.jpg [View same] [iqdb] [saucenao] [google]
10635665

>>10635414
That's smart with how many enemy types Congo is packed with, great for testing weapon/enemy replacers and gameplay overhauls.
>>10635641
>berserk start
>Sadistic midi
My favorite start of the official 90's releases.

>> No.10635669

>>10635550
>the level in this wad is hooked up to real MAGIC
wew lad

>> No.10635693

>>10633198
>>10633159
I remember a mod that spawned a projectile that mimick your movement/input. It broke if you hit a wall or changed speed.

Lost to time sadly

>> No.10635696

>>10634589
Yeah, I think stuff specifically related to retro FPS games doesn't let others engage as much as RPGs and stuff, but if I'm doing it in another thread then it doesn't really matter as long as it's retro.

>> No.10635730

>>10635693
Put this
https://pastebin.com/epqaZgmi
In a text file called zscript.txt and drag it into gzdoom. Your rockets should now do that. idk maybe you need to put the version line in there too.

>> No.10635735

disregard that about the version line, I added it while I had the post ready to send then forgot about taking it out

>> No.10635773

>>10635730
Something like that. Idk how useful this might be for anon.

It’s a neat trick, I think this original guy was making a stasis saw like the one in dead space,

>> No.10635817

>>10635773
Not sure what that dead space thing is or what it does, but I'd be happy to help if there's something someone wants to achieve

I mostly use velocity inheritance when a projectile is first spawned, both so it appears to actually come out of the barrel and not where you were a tick before, and because it makes aiming a lot of fun.
Playing tribes with velocity-inheriting projectiles and scoring mid air hits was the shit.

>> No.10635889

fucking love this community.
Doom is the gift that keeps on giving.
I remember on Zdeamon, i accidentally pirate it cuz one of the servers had link to Plutonia TNT, Doom 1 and Doom 2.
Before then i was just using doom shareware lol.

>> No.10635906

>>10635889
This game is like three decades old and new players still discovering the modding scene and being like "holy shit this is the coolest thing ever" will always warm my heart.

>> No.10635918

>>10635906
I like how anyone who wants to get into making something for it will be bombarded with advice and tutorials as soon as they ask. Actually getting someone to play your shit is a different matter since there's so much out there, but that tradeoff is worth it imo

>> No.10635924

I've been fucking with udb for weeks, if not a couple of months and I have absolutely nothing to show for it. Every attempt to draw anything more complex than a square ends in disaster. Eclipse drawing won't make shapes with lines all the same length. I can't see any use for any of the textures beyond the levels they're used in already.
I'm mad that I can't fucking learn anything and that I'm just bashing my head against a concrete wall.
Is there some glaring detail that I'm simply not seeing, or should I just bail?

>> No.10635926

>>10635924
Don't use Ellipses. Use curve tool if you want to curve. And there's nothing wrong with squares, try building a map out of squares. Just a series of room with straight angles but interesting progression.

>> No.10635930

did anyone take MAP08 yet?
>>10635924
I just kind of doodle for a while until an idea strikes me, then I try going for it

>> No.10635951
File: 438 KB, 1280x931, tumblr_pb7tmeJ4vP1tqr0bmo1_1280.jpg [View same] [iqdb] [saucenao] [google]
10635951

>>10635924
Just make something that's not good, just playable. Put it out there. Also, actually play some cool maps by other people and take note of how the play area flows. Disregard the texture work, that can come later. Maybe even open some cool map you like and replace all the textures with some basic set to get a feel for the shapes.

Or do the opposite, screw playability and just make some sick-ass architecture. You don't even have to have "something to show for it", you can view it as playing with play-dough and be content with that. Except post pics, it's nice seeing what people are working on.

>> No.10635961

>>10635924
make something and ask for people to play it and criticism on how to improve

>> No.10635972

>>10635930
If you are talking about Vertex then map08 is free for the taking

>> No.10635981

>>10635972
mkay. I'll see if I can whip something up within a day or two. if I don't think of something someone else is free to take it

>> No.10635987

>>10635951
>playable
this.

I had to change my stuff so many times.
Countless testing things out and coming up with something playable.
At one point felt like a never-ending cycle. But eventually, I honed down a gameplay loop that was could work with.
Mad respect for devs.

>> No.10636024
File: 2.13 MB, 1883x921, my old map.png [View same] [iqdb] [saucenao] [google]
10636024

I've done exactly one map in my whole life. It was pretty cool I guess. The core idea was to make low-tier monsters threatening and to have a small level that transforms as you progress rather than a big one. The basin in the middle here would fill with lava and shit.

I get a lot more enjoyment out of coding than mapping though. I think I would really like taking someone's well-playing but visually basic level and going nuts with visual stuff though.

>> No.10636036

>>10636024
there's a shit texture in doom?

>> No.10636038

>>10636036
yes
https://doomwiki.org/wiki/AASTINKY

>> No.10636064

>>10635405
It's been forever since I've actually played Final Doom, so I'll revisit it soon and see of my opinion changes.

>> No.10636075 [DELETED] 

I lost a dear friend who I knew through Doom, and I'm still struggling to come to terms with it. This morning, I had a dream where I woke up to a Discord notification, thinking I was chatting with him, only to realize it was all just a dream.

>> No.10636093 [DELETED] 

>>10636075
how do you lose someone through Doom?

>> No.10636097 [DELETED] 

>>10636093
discord drama lol

>> No.10636098 [DELETED] 

>>10636093
I think he made the friend through doom, and then lost him.
Something similar happened to me a few years ago, he passed away. I still miss that silly son of a bitch.

>> No.10636103 [DELETED] 

>>10636093
>get fragged
>never respawn

>> No.10636104 [DELETED] 
File: 12 KB, 200x200, xmpp.png [View same] [iqdb] [saucenao] [google]
10636104

>>10636097
this wouldn't have happened if you used a libre protocol like XMPP

>> No.10636109 [DELETED] 

>>10636093
>Congrats on your transition!!
>Daniela
>was/were

>> No.10636116 [DELETED] 

>>10636104
Yes because then there would have been no friendships made in the first place.

FOSS communities are exclusively about belittling each other. Forums and image boards are the only good ways to interact online.

>> No.10636117 [DELETED] 

>>10636093
victim of hrt

>> No.10636118 [DELETED] 

>>10636093
doom players usually kick the bucket because of stuff like brain death or heart failure

>> No.10636125 [DELETED] 

>>10636116
The main issue with FOSS communities is primarily arguing which FOSS is the best instead actually building communities using FOSS.

>> No.10636127 [DELETED] 

>>10636116
how dare you. I have plenty of friends on XMPP who are also involved involved in XMPP

>> No.10636139 [DELETED] 

>>10636125
Or you know, developing the FOSS itself so it's actually usable. A lot of it is garbage performance- and UI-wise, refusing to adhere to common sense and conventions. They all have a hotkey set up in their EMACS browser to type out "why would you want to do that?"

>>10636127
I'm sure they have a great time circle-smirking each other

>> No.10636146
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10636146

>> No.10636151
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10636151

>> No.10636156

>>10636139
It all varies Anon. Some FOSS communities are piles of shit, others are rather chill.

Seems to me it depends on who's in charge of a given project. Also we have to thank FOSS in general since most if not all of us here use them to play our favorite games.

>> No.10636159
File: 1.08 MB, 600x609, 1685563478329238.gif [View same] [iqdb] [saucenao] [google]
10636159

>>10636151

>> No.10636161

this truly is Hell On Earth™

>> No.10636172

did u know that the screen on the automap sprite is based off an old scrapped level design?
did u know?

>> No.10636173
File: 137 KB, 1200x639, F2WUl0haoAE1NKb.jpg [View same] [iqdb] [saucenao] [google]
10636173

>> No.10636194

>>10636173
>Forgot to install a func_door

>> No.10636195

>>10635262
Ultimate doom builder has a tool called "visplane explorer" for this purpose. It's very accurate in my experience. It can also predict drawseg overflows, which are usually at least as troublesome.

>> No.10636198

>>10636194
I always hated that info-nugget about that painting because I just assumed the door was off to the right.

>> No.10636207

>>10636198
To give you any consolation there isn't much of a proof of that info-nugget.

>> No.10636208

>>10636195
udb doesn't work on ganoo leenux

>> No.10636217
File: 1.02 MB, 1920x1080, killyou.png [View same] [iqdb] [saucenao] [google]
10636217

>>10636208
>stuck with slade
im truley sorey for your lots

Seriously though, I wish slade was more stable.

>> No.10636225

>>10636217
There is Eureka but it's quite bare bones compared to UDB. It can do its job well as a map editor. It does need more attention and love.

>> No.10636226

>>10636217
NTA, I haven't had much issue with it crashing personally, when mapping for vanilla/boom. But I think they should just cave and make the controls the same as UDB. Interface, I don't care, but if the shortcuts and keys were the same I feel like it would get more use.
It's not a bad editor, but it's not really competing either.

>> No.10636230

>>10636208
You can build it with mono, it should work

>> No.10636237

>>10636208
wine?

>> No.10636239

>>10636230
Yeah, I agree, it should, but it crashes whenever I look at it wrong.

>> No.10636241

>>10636230
I tried mono. still crashed. also tried wine - crashed.
>>10636226
if they change the controls now I'll be might mad
it's OK most of the time, but the segment intersection logic could use some work. I think it works with single-precision floating point based on how it performs when cutting lines and such. it doesn't cut segments properly some of the time

>> No.10636261
File: 456 KB, 1920x1080, 1701288335688540.png [View same] [iqdb] [saucenao] [google]
10636261

>>10635196
It wasn't as Complex as I remember actually. Literally just kill, use bonus crates as you get them, use all your items nearly as soon as you get them to make sure you don't lose all your lives. It made me remember how much I love nearly endless enemy variety however. Probably why I enjoy Risk of Rain 1 and 2 so much.

>> No.10636348
File: 339 KB, 669x737, 1687148001601098.png [View same] [iqdb] [saucenao] [google]
10636348

Why the fuck is the shalrath's bounding box so fucking huge holy shit. Fat bitch

>> No.10636350

>>10636348
IIRC an anon said a few threads ago there's only two bounding box sizes, total. Would mean those things are shambler-sized?

>> No.10636352
File: 70 KB, 509x767, 1680175872498127.png [View same] [iqdb] [saucenao] [google]
10636352

>>10636348

>> No.10636353

>>10636348
>>10636350
pretty sure the .mdl format supports per-model bounding boxes, and thus per-monster

>> No.10636354
File: 435 KB, 916x830, 1681451222940631.png [View same] [iqdb] [saucenao] [google]
10636354

>>10636350
Shamby's is a little wider (circled)
>>10636352
You sick fuck.

>> No.10636362

>>10635075
the worst thing is that you can download any version of gzdoom at any time

>> No.10636376

>>10635665
what map is that?

>> No.10636379
File: 276 KB, 1914x1045, 1691983444636708.jpg [View same] [iqdb] [saucenao] [google]
10636379

>>10636173

>> No.10636387

I still can't fathom how people rank DOOM II over the first one. I feel like people fixate on the highest points of the sequel without actually thinking about the totality of it.
Seriously, I challenge anyone inclined to disagree with me to try and play each in a single sitting. I guarantee you'll make it further in the first

>> No.10636402

>>10636387
sry but if you've never played through Doom II in co-op mode with a friend over dialup you wouldn't get it, but it really was genre-defining

>> No.10636403

>>10636353
It supports custom hitbox sizes, but I’m pretty sure the one used for world collision is hardcoded. It’s how mods like Copper reduce the empty space above most enemies’ heads while their movement is unchanged.

>> No.10636419

>>10636403
it's been so long since I coded qc that you may be right

are there any sprite-accurate caco plushies? all the ones I can find aren't knobbly enough

>> No.10636482

>>10636354
>Shamby's is a little wider
Shambler and vore should have the same size. The entity definition file might be using the hitbox size instead of the collision size. Or it might just be wrong.
Either way you'll want a slight amount of extra space around monsters to stop them from getting stuck (or falling out of the map on some ports).

>> No.10636529

>>10636239
Just tried it out and in general it's working, it launches something in the main prefix when testing the map but other than that it can import and export fine granted I'm not a mapper

>> No.10636563

>>10636173
>he still fishin

>> No.10636573

>>10635090
also bc japan

>> No.10636584

>>10636402
>you had to have been there
is a lame argument. I don't live in 1995, it's 2023 and Doom II is simply worse than Doom. Most people don't play Doom because it was fun 30 years ago. They play it because they want to have fun now.

>> No.10636594

>>10636387
I like them both for different reasons. Doom is a more cohesive experience, but Doom 2 is more playful in ways I appreciate as a video game player. When you can see the hand of the author, it's kind of joyful; the game isn't really a game without a player, the author made it to be played. It's man vs author, and it's fun.

>> No.10636609
File: 710 KB, 2560x1440, tankroof.jpg [View same] [iqdb] [saucenao] [google]
10636609

>>10636376
>Dead Zone
That's a map from the Q2 64 inspired jam, and I'd save it for last.

>> No.10636617

>>10636584
If you live in 2023+1 then neither of the vanilla games is really relevant anymore. It's all about the fan wads and guess which game they are being made for.

>> No.10636627

>>10636387
>>10636584
I think overall, Doom 2 is about equal to the first game. Doom has somewhat stronger level design overall, but Doom 2 has some really good gimmick maps, and the new monsters are very fun.

>>10636617
I disagree, I still think they're fun, in spite of having been surpassed. I can occasionally boot up Knee Deep In The Dead and push through that, and I have a fun time, just the same I can boot up Doom 2, and I have a good time up to Map 11 (Map 12 is really dull, so I usually hit a bump there, but there's good levels later anyway).

Doom and Doom 2 had some very good design, and that includes levels, which is part of why they were big hits, they were simply fun.

>> No.10636639

>>10636617
I think it's more arguing over "'Doom 1 or 2" is always a dumb pissing contest these days, and people never agree on where to fit Final Doom into the argument.

>> No.10636654

>>10636639
TNT is rough, but some people find some enjoyment in it, in spite of flaws.
Plutonia is generally agreed upon to be very tight and fun, many will say it's mostly stronger than Doom 2.

>> No.10636669

>>10636639
All I can say is that I can beat DOOM + Thy Flesh Consumed in a single sitting, and I can't say the same for DOOM II

>> No.10636689

Is it ever okay to play thru popular wads with op weapon mods? Or is it absolutely verboten?

>> No.10636701

>>10636689
Nobody's stopping you, but you cheapen the experience.

>> No.10636710
File: 95 KB, 315x400, 1676122254946323.jpg [View same] [iqdb] [saucenao] [google]
10636710

>>10636689
If it's fun for you then that's all that matters.

>> No.10636724

>>10629557
>forever friendly
Wholesome.

>> No.10636731
File: 2.89 MB, 2048x2048, ranger rocket.png [View same] [iqdb] [saucenao] [google]
10636731

Is there any good way to go about re-lighting a Quake map without having the source file or decompiling it?

>> No.10636841

>>10632531
Clearly unappreciative of pwads out there. I play them all and generally like them.

>> No.10636848

>>10635230
More like mechanical laughter

>> No.10636861

>>10632531
I would agree with some of these, but my gut feeling is that this is made by an absolute scrub who's salty as fuck, and that what he would complain about isn't necessarily as bad as he says.

>> No.10636949

>>10636731
as far as i know, lighting data (lightmaps) are totally separated from the map geometry and textures, so yeah you can

>> No.10636959

>>10636731
Yep. Open the .bsp with a text editor like notepad, edit as you see fit. You can actually edit the entire bsp, not just lighting. This is best done in conjunction with FTEQW, because that engine has the r_showfields command which gives coordinates for whatever you look at; you get the coordinates of the light you want to edit, CTRL+F it in the notepad opened bsp, ????, PROFIT!!

>> No.10636982

>>10636959
Bigly cool. So I'd change lighting info in a text editor then run the BSP back through the light compiler right? Can I actually add new lights or does that fuck things up?

>> No.10637010

>>10634892
>>10634938
https://youtu.be/kELiThYt7R4?si=2XlgTgx73habtnxd
If you made something similar in GZDoom it would barely run even on the highest end hardware. Stop bullshiting people, dpJudas.

>> No.10637035
File: 2.06 MB, 1204x2417, beforeandaftercomatose.png [View same] [iqdb] [saucenao] [google]
10637035

>>10637010
Have you seen the kind of shit which Bridgeburger cranks out? That trash clearly runs on his machine, and it runs on other people's computers as well if you consider that he has fanbase.

You can even make Comatose run smoothly with GzDoom if you just optimize it a little for the whole BSP Tree + hardware rendering part. It's not so much the grand open townscape which makes Comatose run slow with GzDoom, it's that there's like 15000+ decorative tall grass actors in a map with almost no culling at all.
Cut that down (a shitload of it is way past the playable borders and not even visible anyway), and now it runs fine.

>> No.10637048

>>10637035
Is it even possible to make Comatose look good in GZDoom? I loved the map in Crispy but in GZ everything looked like shit no matter what fuzz effect I picked. Being able to see the monsters instantly pop into existence when you hit a trigger is the saddest thing

>> No.10637049

>>10637035
>That trash clearly runs on his machine, and it runs on other people's computers as well if you consider that he has fanbase
The overwhelming majority of those people have Intel i7700ks and RTX 2060s at the very least. These maps are playable only on that kind of hardware, anything lower and you get terrible frametimes, can't hit 60 fps at all, or even can't launch it at all.
But regardless, that is still an extreme case. Even if you make something similar to what I linked in GZDoom, it will still stutter and have problems running the maps smoothly. I would know because I tried doing so. GZDoom is literally terrible at anything that isn't tiny-ass corridors.

>> No.10637058

>>10637035
>with almost no culling at all.
Regarding this, it would've been a fair point had the culling in GZDoom not have been so shit. Raised floors do not cull anything unless they are raised way up to the ceiling, and if you have even a single pixel of a sector visible behind a one-sided linedef, it will render almost the entire sector with everything in it, GZDoom doesn't even attempt to at least hide obstructed sprites. You can work around this, yes, but it's not always going to be the be all and end all solution.

>> No.10637082
File: 405 KB, 906x1132, WE VAMPIRE NOW.png [View same] [iqdb] [saucenao] [google]
10637082

nice

>> No.10637084

>>10634469
>as big as a pinky
>WhY dOeSnT dIe In OnE sHoT??!!

>> No.10637093
File: 57 KB, 745x174, 7hgNmDT-3417335307.png [View same] [iqdb] [saucenao] [google]
10637093

>>10634535
right? i didn't like the N64 replacement as much

>> No.10637098
File: 2.12 MB, 3218x4096, 1701923711134984.jpg [View same] [iqdb] [saucenao] [google]
10637098

>>10637093
meant for>>10634527

i need to sleep

>> No.10637106

>>10637093
Wait that's his N64 shotty? All the years I've played Samsara Doom, the spaz is an explosive shotgun that I thought was part of Duke's vanilla arsenal.

>> No.10637113

>>10637106
Duke 64 has alternate ammo types, including explosive shells, they were paired together with the N64 shotgun in Samsara so Dook could have an SSG equivalent.

>> No.10637126

>>10637106
yeah it's mainly an appearance thing, when in normal position it looks too stubby for my taste. the perspective looks a bit odd

>> No.10637245
File: 1.60 MB, 1920x1080, 1688300873859280.png [View same] [iqdb] [saucenao] [google]
10637245

There's a Ghouls vs Humans game up on Doomseeker/Zandronum for anyone interested. Just two humans vs 1 ghoul for right now.

>> No.10637249

>>10637245
it's full of tryhards, no thanks

>> No.10637258

>>10637249
They're nice enough

>> No.10637284

>>10637249
>tryhards
doom is the coder, voidant is the mapper, yos is another contributor. it's literally just the current authors of the game playing

>> No.10637341

>>10633074
That's the Velma effect

>> No.10637350

>>10637035

http://clovr.xyz/wadsup/doku.php?id=comatose_mowed

not worth the performance chug, the original.

>> No.10637369

>>10637035
I've been wondering how the fuck his Doom-based game even runs on GzDoom, you'd need somebody wrangling the fuck out of him to get that shit down to a reasonable level.

>> No.10637410
File: 1.84 MB, 503x285, turn that shit up.gif [View same] [iqdb] [saucenao] [google]
10637410

You gents blasting anything while mapping or spriting?
https://www.youtube.com/watch?v=9UmebnKZiYw

Metal, MIDI, pop, italo-disco, whatever you're jamming to, and mention if it's inspiring what you're working on.

>> No.10637430

>>10637410
youtube videos on political economy

>> No.10637432

>>10637410
Some gigantic dark ambient album.
https://ironcthulhuapocalypse.bandcamp.com/track/goetia-ii-remastered-2022-2
Only linking the bandcamp because this track isn't on youtube.

>> No.10637440

>>10637048
>Is it even possible to make Comatose look good in GZDoom?
I think it looks nice, but I also like infinite colors, brightmaps and dynamic lights, all in perspective correct 3D. Not that vanilla Doom rendering looks ugly, I think it's very pretty in its own way.

>GZ everything looked like shit no matter what fuzz effect I picked.
Recreating the original Spectre fuzz with GzDoom's rendering is apparently pretty difficult, hence why it only offers the rough facsimile. I think it looks ok, but it's definitely not the same as the original.

The thing with Spectres also is that they are much more visible the higher your resolution is. If you play Doom in the original 320x200 resolution, then the Spectres are actually pretty difficult to see, even in pretty well lit spaces. If you've ever played Doom 95, the refraction/distortion gets exaggerated on the higher resolutions, which is one of the reasons it makes them stand out more there.

For making Comatose properly spooky in GzDoom, I think you would need to just change the effect and functionality. For instance make all the monsters pitch black, and then apply a translucency to them (plain or additive), perhaps even make them +STEALTH. +STEALTH is widely decried as fucking annoying, because for most of Doom modding history it has been used very badly (my favorite example is +STEALTH Super Shotgun Zombies), but I think that you can make it work if there's visible/audible tells as the monster moves around, so that the player has some sort of chance to react.
Comatose is explicitly designed around the player having a hard time seeing and reacting to the monsters, so I think that this approach could work reasonably well.

>> No.10637442

>>10637369
Didn't he replace it with his own fork of GzDoom?

>> No.10637452

>>10637082
That would make me actually use the fucking thing.

>> No.10637457

>>10637049
>The overwhelming majority of those people have Intel i7700ks and RTX 2060s at the very least.
That's a pretty big step away from:
>it would barely run even on the highest end hardware
RTX 2060s aren't cutting edge either.

>>10637058
>Regarding this, it would've been a fair point had the culling in GZDoom not have been so shit. Raised floors do not cull anything unless they are raised way up to the ceiling
This goes back to the original Binary Space Partitioning. As people have said before, this is all built on an engine which fundamentally was intended for mostly indoor scenes, with fairly limited use of outdoor scenes, definitely not vast and detailed ones. A single threaded engine, at that.

Modern CPU power does a lot, but even with much less demanding software rendering, shit like that gigantic secret map in Eviternity 2 will generally hover at around 60fps, at times dropping below that. Most levels made for Doom even these days will easily hover at around 200fps, give or take 50 frames.

>GZDoom doesn't even attempt to at least hide obstructed sprites
It does for me. On odd occasion, looking at the right angles, a sprite which I could just barely see around a corner gets hidden.

>> No.10637474

Where are the dang BuildGDX screenshots saved

>> No.10637476

I understand what Half Life did differently in terms of having a continuous sequence of levels. An expansion of what douk almost did within each episode.
But the gunplay just isn't very fun.

>> No.10637479

>>10637093
It's ok enough, but it's a pretty rough 3D rendered interpretation of a SPAS, which just isn't as cool as the real digitized Winchester shotgun in the original PC version. The SPAS is also in a lot of games and movies, so that makes Duke's Winchester stand out more, it has personality.

>> No.10637527

>>10637410
https://www.youtube.com/watch?v=6Tud85UsCdI

>> No.10637538

>>10637474
Anyone?

>> No.10637549

>>10637538
There was a dedicated folder inside the user docs, could be there. Been a long pause since I used it.

Or just use the clipboard with Paint program.

>> No.10637554
File: 475 KB, 1920x1080, 1692030110126697.png [View same] [iqdb] [saucenao] [google]
10637554

>>10637549
Finally!
>BUHN BABY BUHN! FRAMES ARE GETTU HIGHA

>> No.10637569

>>10637457
>RTX 2060s aren't cutting edge either.
If we are talking about Unreal Engine 5, sure. But this is Doom, GZDoom is comparable to Unreal 1 AT BEST.

>This goes back to the original Binary Space Partitioning.
Source and Build also use BSP trees and that doesn't stop them from being able to render larger open areas or properly cull level geometry.
>As people have said before, this is all built on an engine which fundamentally was intended for mostly indoor scenes, with fairly limited use of outdoor scenes, definitely not vast and detailed ones.
I advise you to through Doom 2 again.
>inb4 they're not vast and detailed!
They are for the year they released. Of course they're not up to the modern standards, but MAP12 and MAP13 are pretty vast and open.

>A single threaded engine, at that.
Okay, then why do you keep adding stuff onto the CPU? Why are dynamic light calculations performed on the CPU instead of the GPU? Why isn't level culling fixed?

>It does for me. On odd occasion, looking at the right angles, a sprite which I could just barely see around a corner gets hidden.
It only does that if the actor's hitbox is hidden behind a one-sided linedef. It does not do this for raised floors, which means that if you use them for buildings/terrain then they still cull nothing.

>> No.10637910

>>10637082
I don't know the Blood community that much but from what I remember the Life Leech was originally intended to do that and then they changed it later for some reason to something much less interesting. Does Blood have purists going "noooooooooooooo, you can't change things nobody likes to make them closer to the original idea for the game, that's cheating" or are they more chill and sensible?

>> No.10638009
File: 3.87 MB, 854x480, marrow sentrybro.webm [View same] [iqdb] [saucenao] [google]
10638009

>>10637910
At most I've only seen maybe one or two guys here stick their nose up at the "hitscan projectile" option in NotBlood but that's it. This Life Leech option would be another among the many already provided through the port.

>> No.10638023

>>10637910
The game is hard enough and late enough in the 90s that having WASD controls and free mouselook doesn't flick an easy mode switch, it's personal preference
Most I've seen is recommending using the difficulty settings that came with the game, using lightly broiled or pink on the inside if the combination of more spawns, high hp, and quicker reflexes of well done is too hard, instead of making a frankendifficulty on the first playthrough

>> No.10638039

>>10638023
>Most I've seen is recommending using the difficulty settings that came with the game, using lightly broiled or pink on the inside if the combination of more spawns, high hp, and quicker reflexes of well done is too hard, instead of making a frankendifficulty on the first playthrough
"Frankendifficulty" settings through GDX or NotBlood can help for the few that wanting Well Done/Extra Crispy enemy spawns without all the other enemy buffs.

>> No.10638054

>>10636689
If you just want to run in and blow shit up, it's fine. I'll try nuts with different weapons sometimes just to see how much I can kill through. Good if you want to practice maps for runs with vanilla weapons later too. I think Astartes-Lite is the hammiest shit ever and would never do a serious run with it. But the firepower and Space Marine quips are fun as fuck.

>> No.10638075

>>10638054
>If you just want to run in and blow shit up
That's mostly what I like about Doom in general, and why I have an affinity for OP weapon mods. I was actually thinking about returning to Eviternity with Guncaster, those seem like a nice match in my head. I tried Eviternity once before and I was loving it until one room just broke me.

I know this will be an unpopular opinion, but I think there is a really, really fucking thin line between legit difficulty and bullshit and most popular wads cross that line for me.

>> No.10638179
File: 294 KB, 1065x1020, pentagon.png [View same] [iqdb] [saucenao] [google]
10638179

I think I have a rough concept for MAP08

>> No.10638207

>>10637910
i wonder the same thing about the holoduke in dn3d barely working

>> No.10638245

>>10637569
>Source and Build also use BSP trees and that doesn't stop them from being able to render larger open areas or properly cull level geometry.
They also aren't doing BSPs like in fucking 1993.

>inb4 they're not vast and detailed!
>They are for the year they released. Of course they're not up to the modern standards, but MAP12 and MAP13 are pretty vast and open.
They were also made within the scope of the hardware and software at the time. Are you arguing that the engine was written with shit like Eviternity II's Map 33 in mind? Those levels are objectively not vast outdoor sprawls, MAP14 had detail cut down because it was too much, and it wasn't exactly some Gothic99 tier shit. There is also not a single level in Doom or Doom 2 which gets anywhere near static limits such as visplanes and drawsegs, they were not pushing the engine hard at all.

>Okay, then why do you keep adding stuff onto the CPU?
Like ZScript? Probably because people want to do shit with it. I like that you're dead set that I'm some ZDoom dev you have a hateboner for, by the way.

>Why are dynamic light calculations performed on the CPU instead of the GPU?
Will you point to where in the code it does that?

>Why isn't level culling fixed?
What is there to fix? Only solid walls and sectors at zero height can cull, that's Doom.

>> No.10638251

>>10638207
People must be playing a different version from me, because there's those who insist it works perfectly when I have never in 20 years gotten enemies to acknowledge its existence. Not in the original .exe, not in the ports.

>> No.10638256

>>10638179
actually a better idea strikes me: move the pentagram pedestal thingy to where the player can see it immediately on spawning. put the exit in the middle, surround it with concentric walls that can be lowered with each of the keys
maybe use the barons and cyberdemon for monster teleports rather than the original infightfest

>> No.10638265
File: 308 KB, 1280x720, -4185382467.jpg [View same] [iqdb] [saucenao] [google]
10638265

why do source ports even waste time wioth mac support
in 2024

>> No.10638281

>>10637479
true
>>10637910
there aren't many purists in the Blood community because it's small and not organized.
the Doom and Quake communities have dedicated places with many people so it's also a social dynamic to be a purist i think.

>> No.10638285

>>10638265
isn't there like an entire generation of hipsters who still use mac as their main platform?
it's probably less popular than 15 years a go but still.
also work stations

>> No.10638315

What's a good gameplay mod that's not stupid

>> No.10638323
File: 236 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
10638323

GOOD AFTERNOON MOTHERFUCKERS, IT'S THAT TIME OF THE WEEK AGAIN: SCREENSHOT SATURDAY! WHAT THE FUCK HAVE YOU BEEN WORKING ON!? Maps, mods, sprites? Now's a good time to post that shit!

>> No.10638324

>>10638315
Have you ever heard of brutal doom?

>> No.10638328

>>10638281
>so it's also a social dynamic to be a purist i think.
The more people there are, the more likely somebody is to tell themselves they're playing it correctly and more pure than the rest of them, even if they're using faulty as fuck logic to achieve that feeling of superiority.

>> No.10638335

>>10638315
wdym by stupid?

>> No.10638337

>>10638315
Final doomer is pretty fun, it adds a bunch of weapon packs based around notorious megawads
You can do iiaijutsu with the JPCP katana, it's great

>> No.10638340
File: 127 KB, 640x480, doom177.png [View same] [iqdb] [saucenao] [google]
10638340

>>10638323
I've made a secret map for a speedmapping community project, it doesn't look like much because I had 4 hours.

>> No.10638342

>>10638335
Like has op weapons that can one shot cyberdemons, bad voice acting, too many special effects that lag gzdoom, thing like that

>> No.10638354
File: 103 KB, 983x868, DraGUN but 3D and looking better.png [View same] [iqdb] [saucenao] [google]
10638354

>>10638323
Lava gun is coming along better than I thought it would, just need to fill out the wing stock, maybe see if I can round stuff a little more, and paint it.

>> No.10638357
File: 3.79 MB, 960x540, clever imp [sound=files.catbox.moe%2F7572nf.opus].webm [View same] [iqdb] [saucenao] [google]
10638357

>>10638315
hiddes

>> No.10638375

>>10638357
Why does the weapon bob by like six feet like he's jacking off into the magazine?

>> No.10638379

>>10638375
That's exactly what you do in Hideous Destructor, it's a porn mod.

>> No.10638381

>>10638379
That would explain why I jam so much.

>> No.10638385
File: 3.90 MB, 960x540, they call me the point man because i&#039;m pointing, man [sound=files.catbox.moe%2Fo5rno6.opus].webm [View same] [iqdb] [saucenao] [google]
10638385

>>10638375
weapons bob when you jog with them
and the sprite on the screen is synced to the gun's actual position
rather than arbitrary random spread, inaccuracy is only caused by the gun not pointing at the target

>> No.10638393

>>10637035
>chugs with vkdoom
it's over

>> No.10638467

>>10638315
HDoom

>> No.10638471

>>10638379
I like beating and yanking on my Boss until it finally shoots.

>> No.10638479

only FPSes i liked as a kid were perfect dark...never liked doom
gonna try doom again tho
is there mods with hot girls in them c:

>> No.10638509

>>10638342
You can oneshot the Cyber in HDest if you can find an anti-tank rocket, or if you headshot him with the handheld single shot cannon which kicks like a mule.
On the other hand, the Cyber is also faster and meaner, he can literally destroy some level geometry, which means he can make you run out of things to take cover behind.

The entire mod makes all the monsters troublesome assholes in their own wayels, the difficulty curve is sharp, but you as the player have all these useful tricks and helpful items (if you find them), and if you really gotta you can go totally fucking ape with a Berserk pack to temporarily tank really serious injuries and punch strong monsters into paste.

It's the closest thing Doom has to milsim, yet it's not TOO anchored in reality, once you get to know it you can be a ballsy action hero.
It's not for everyone, and it has its learning curve, but its very good at its unique little niche.

>> No.10638512

>>10638509
Bronto is more inconsistent about oneshotting Cybers nowadays.

>> No.10638517

>>10638251
Maybe you need to do an undocumented shamanistic dance to please the Build Engine god of Jankness

>> No.10638520

>>10638512
Makes those missiles much more valuable then.

>> No.10638521

>>10638251
As far as I'm aware, Octabrains are the only enemy that the holoduke works on at all.

>> No.10638527

>>10638521
Ironic.

>> No.10638529

>>10638509
The way it reworked imps is nothing short of infuriating
10/10 mod, I still run maps with it every few monmths

>> No.10638530

>>10638521
I think maybe I've gotten them to turn a bit towards the holoduke if I put one somewhere, but they still go for me anyway. I have to assume it's broken.

>> No.10638531

>>10638529
Oh yeah, Imps are intergalactic hypercunts in HDest, goddamn. I like to go stuff them into confined spaces or drop them into pits to ensure they can't res to come and bother me (which isn't always possible).

>> No.10638582
File: 888 KB, 3840x2160, 20240127211907_1.jpg [View same] [iqdb] [saucenao] [google]
10638582

I just finished Half Life.
It was much more fun on normal, but the gunplay never really got good. Only the magnum and tau cannon felt good to use. The shotgun seemed very inconsistent.
Xen wasn't as bad as I had heard - it was annoying to navigate but it was refreshing to see something so different after everything else in the game.

>> No.10638587

>>10638582
Gunplay was never really the strong point of HL, and I feel setpieces and platforming are its strongest suits.

>> No.10638607
File: 3.83 MB, 640x480, Replay_2024-01-27_16-59-43.mkv.webm [View same] [iqdb] [saucenao] [google]
10638607

>>10638530
I did some testing and found that it does work on other enemies actually. What is does specifically is make the enemies target the holoduke for the purpose of pathfinding, but if you're in sight they'll still shoot at the real you. Makes sense if you think about it, they're all clustered around the holoduke but then there's another Duke running around nearby, so obviously the hologram is fake. It's not meant to distract enemies from attacking you so much as it is to get them clumped up so you can blow them up easier. It also only works on sentry drones if you're out of sight completely. Again, makes sense - robots are too stupid to be fooled by illusions.

>> No.10638612

Oh, speaking of HDest, does anyone have that issue where aiming for the head of zombie men and imps just completely misses?
The highest point of the sprite i can hit is at their shoulders/neck and it's infuriating me.
Even after downloading a mod for gzdoom to show actor hitboxes, shots that should connect easily just miss at head height.

>> No.10638615

>>10638612
Check your compatflags, sounds like you have "use Doom code for hitscan checks" enabled.

>> No.10638628

>>10638582
I think the SMG feels nice. Among the best full-auto weapons in an FPS released at that time. The crossbow is cool in MP where it has explosive bolts.

Pistol, shotgun, rocket launcher and hand grenades feel pretty bad though.

>> No.10638642

>>10638607
i thought even the duke wiki said it only worked on the octobrain
never really noticed this part of making sure you're not seen first
i also recall doom 2016 having its own hologram and wonder if that worked properly too, even with upgrades

>> No.10638734

>>10638615
ok why the hell was I running with mbf(strict)?
God damn, thank you, I've been playing with this turned on for a couple months now, making everything way harder than it should be.

>> No.10638808

>>10633831
Chocolate Doom is better because most doom mods are trash and aren't worth playing
And GZDoom graphics are a disgrace.

>> No.10638849

>>10638808
>most doom mods are trash and aren't worth playing
what are the good ones?

>> No.10638870

>>10638849
Personal recommendations are

DAKKA
Project Babel
Project MSX
FInal Doomer
High Noon Drifter
DRLA
Legendoom
Treasure Tech

>> No.10638871
File: 939 KB, 2560x1440, capt0038.png [View same] [iqdb] [saucenao] [google]
10638871

>>10638323
>>10633519
Some mapster progress and block outs on other maps, made a Build editor tutorial as well this week. I really gotta bust out some lines to make the Feb 10th preview.

>> No.10638883
File: 3.91 MB, 640x480, Replay_2024-01-27_19-04-51.mkv.webm [View same] [iqdb] [saucenao] [google]
10638883

>>10638642
It's not that you have to not be seen first, it's just that enemies will still attack the real Duke if he's around, even as their pathfinding is drawn to the holoduke. The only enemies I've observed so far to truly ignore it are fat commanders and protozoid slimers.

>> No.10638895

>>10633654
How does tonight sound, sometime within the next couple hours. If not, I can probably find time in the evening tomorrow

>> No.10638945
File: 123 KB, 1920x1080, 1685274153712144.png [View same] [iqdb] [saucenao] [google]
10638945

>>10638870
>Treasure Tech

>> No.10638950
File: 69 KB, 564x694, 2s8xp49l5boa1.jpg [View same] [iqdb] [saucenao] [google]
10638950

soo uh what do we think the chances are that romero-sama will play our WAD?

>> No.10638973
File: 96 KB, 400x216, have you seen this man.png [View same] [iqdb] [saucenao] [google]
10638973

>>10638945

>> No.10638978

>>10638950
>soo uh what do we think the chances are that romero-sama will play our WAD?
I don't think it behooves someone of his position to publicly associate with a website as infamous as 4channel_dot_organization.

>> No.10638987

>>10638978
I wouldn't be so sure
we should send electronic postal messages to one John Romero to let him know that we acknowledge his work and would appreciate his feedback on our work in turn, lest he continue to make us his "bitch"

>> No.10638991
File: 239 KB, 512x512, rms hug.png [View same] [iqdb] [saucenao] [google]
10638991

>>10638978
I will also say that I emailed rms /g/'s get well card (because he had cancer) and he liked it

>> No.10638998
File: 9 KB, 357x322, 1348728474296.jpg [View same] [iqdb] [saucenao] [google]
10638998

>>10638991
That's very kind of you and the /g/ boys. I got a chance to DM Romero and tell him how much I like his work and how his games have inspired me and shit. He seemed to have appreciated that.
I should do the same for the Pickford brothers.

>> No.10639003

>>10638978
There's also so many other wads and authors with more clout than anything we've ever put out as a community. Not to say we don't have some great mappers, but there's hundreds of other wads out there that can put our work to shame.

>> No.10639009

>>10638998
aww
let's hope he see our work and he likes it

>> No.10639023

>>10638998
>I got a chance to DM Romero
how many times did you frag him?

>> No.10639026

>>10639023
Man. I fucking wish.
Playing Quake DM would be fun with you guys at some point, I like being an asshole and hide in the water with the thunderbolt.

>> No.10639241

After finishing Doom1 and really liking it I play through Doom2 now and...
Well, it started really good, I admit. But somewhere in the middle of the game level design became really horrendous. I mean, running for half an hour around huge and empty(because you already killed everyone) level in search for a random secret door that you must find to get the key and get to the exit? It is really does not fit for my definition of fun.
Doom1 was consistent and fun all the way from start to finish. Doom2 feels poorly designed in comparison. Why does it ranked higher?

>> No.10639283

>>10639241
Because it has revenants and the double barrel

>> No.10639289

>>10639241
Doom II is a better base for mapping thanks to the added monsters and super shotgun. Looking past that, the level design is much more gimmicky and experimental that what was in Doom, probably because the game was made for people who played the original Doom in mind.

>> No.10639345

>>10638950
I want to see a duck or goose or swan character added to Samsara.

>> No.10639348

>>10638582
That's so odd to read because the gunplay is what keeps me coming back to HL1. One of the best submachine guns in gaming, and I still wish it was standard that every video game shotgun's alt fire was just two shells even if it doesn't make sense.

>> No.10639363
File: 813 KB, 1920x1080, Screenshot_Doom_20240127_160409.png [View same] [iqdb] [saucenao] [google]
10639363

>> No.10639368

>>10639363
>Russia, 2024

>> No.10639374
File: 589 KB, 640x480, quack.png [View same] [iqdb] [saucenao] [google]
10639374

>>10639345
I want to see ducks in Quake, bringing the Quack meme to fulfillment after all these years. Maybe fight other waterfowl and shit. Would be kino.
No, that cringey mockery of it being made by a furry doesn't count.

>> No.10639379

>>10639374
What would the gameplay be? Feeding all the ducks?

>> No.10639387
File: 1.09 MB, 512x512, ducktest.gif [View same] [iqdb] [saucenao] [google]
10639387

>>10639379
Feed ducks different food to befriend them and buff their stats. Throw bread crumbs at enemies to have your ducks attack them. Collect and incubate duck eggs to grow your army further. Eventually conquer all of Quake as king of the ducks.

Random, but gif related is a shitty duck model I made years ago. I really like ducks.

>> No.10639392

>>10639345
>>10639374
Needs moar Duck Nukem.
https://www.youtube.com/watch?v=9aJfOVG3ig8

>> No.10639396

>>10639392
Why does this exist

>> No.10639405

>>10639396
Because it can, it gets even better when the flight powerup kicks in at 7:30 or there abouts.

>> No.10639419

>>10639405
I wasn't disparaging it, just surprised something this obscure exists. When I enter my 50s I'll probably be making weird shit too nobody will see, but at least I know I won't be bored.

>> No.10639424

>>10638895
fuck, I'm sorry, anon, I was invited to a birthday party
anyway, gog never replied about my cd-key

>> No.10639429

>>10639419
Ease of access allows a lot of people to just do whatever the fuck they want, even if the result ends up being pretty obscure.

Take Dakka, it's really only known about here and in a handful of mod developer circles, dude really didn't play the weird ass mod marketing game and that's perfectly fine.

>> No.10639468

>>10638978
/vr/ is of upstanding moral fiber and has passed the public decency test by virtue of its runner-up status for a Cacoward, and it's well know it would've actually received a full proper award if it weren't for the fact that maps 3, 7, 16, 21, 27, 30, and 33 received absolute brutal reviews and harsh remarks in every single video that's gone over Ad Mortem level by level.

>> No.10639473

>>10639468
>/vr/ is of upstanding moral fiber and has passed the public decency test by virtue of its runner-up status for a Cacoward
That’s saying something while still having the blatant cat reference in map05
that was a fun day

>> No.10639475

>>10639468
>/vr/ is of upstanding moral fiber and has passed the public decency test by virtue of its runner-up status for a Cacoward
In the same year where it was admitted that Doomerboards is disqualified from it forever.

>> No.10639479
File: 471 KB, 1920x1080, Screenshot_Doom_20240127_153812.png [View same] [iqdb] [saucenao] [google]
10639479

>> No.10639508

>>10639475
>Doomerboards is disqualified from it forever
why?

>> No.10639515
File: 1.01 MB, 1920x1080, Screenshot_Doom_20240127_151632.png [View same] [iqdb] [saucenao] [google]
10639515

>> No.10639516
File: 1.08 MB, 1920x1080, Screenshot_Doom_20240127_151641.png [View same] [iqdb] [saucenao] [google]
10639516

>> No.10639517

>>10639515
>>10639516
Maulotaurs are probably the best enemy from Heretic. They have cool and varied attacks and look cool.

>> No.10639519
File: 565 KB, 768x768, kiuytreddrtfyguh.jpg [View same] [iqdb] [saucenao] [google]
10639519

>>10639516

>> No.10639525

>>10639519
lmao

>> No.10639527

>>10639517
The normal enemy roster may have been a little lacking but the bosses in Heretic were really fucking good compared to the equivalent Doom ones.

>> No.10639529

>>10639527
Too bad the weapons suck dick against them.

>> No.10639539

>>10639529
Yeah the weapons are really fucking weird, like they're cool on paper but many like the firemace just aren't worth it.

>> No.10639553

>>10639519
10/10

>> No.10639554

>>10639515
>>10639516
how do you get that shadow?

>> No.10639564
File: 160 KB, 1920x1040, 1.png [View same] [iqdb] [saucenao] [google]
10639564

Get the.. FUCK OVER HERE, we're making a doom map!

I'll make a doom map based on the ideas and sketches of other anons.
Use picrel as canvas and post sketches, I'll try my best to interpret your ideas into Coom builder.
Fights can be as hard or easy as you'd like as I'll add difficulty scaling in.

[PREVIOUS COLLABRITIVE MAP]
https://www.doomworld.com/forum/topic/140012-outerpostwad-new-release/

Boom format / targeting 5-10 minutes first time playthrough / Using stock textures but happy to add custom sky.

>> No.10639572
File: 757 KB, 1920x1040, 2.png [View same] [iqdb] [saucenao] [google]
10639572

>>10639564
Also need a level theme and midi.

>> No.10639604
File: 428 KB, 1895x918, 1682081867410308.png [View same] [iqdb] [saucenao] [google]
10639604

>>10639564

>> No.10639646
File: 225 KB, 1920x1040, 3.png [View same] [iqdb] [saucenao] [google]
10639646

>>10639604
Too simple, step it up you rat cunt.

>> No.10639649
File: 910 KB, 1920x1040, 4.png [View same] [iqdb] [saucenao] [google]
10639649

>>10639646

>> No.10639665

>>10639649
put an arch vile up on that ledge

>> No.10639684

>>10639646
>too simple
>makes a box room
okay retard

>> No.10639738
File: 821 KB, 1920x1040, 5.png [View same] [iqdb] [saucenao] [google]
10639738

>>10639684
Its your design, retard.

>>10639665
Done

>> No.10639740

>>10639738
the box room was yours, retard. enjoy your map

>> No.10639751

>>10639740
>Adds box to canvas
>"why'd you add a box"
This retard

>> No.10639864
File: 3.91 MB, 960x540, sponsored by drla water [sound=files.catbox.moe%2F6rpfbo.opus].webm [View same] [iqdb] [saucenao] [google]
10639864

>>10638520
it's more about the combined arms approach (no relation)

>> No.10639915

>>10639913
>>10639913
>>10639913

>> No.10640018
File: 148 KB, 960x960, no gods no masters.jpg [View same] [iqdb] [saucenao] [google]
10640018

>>10639392
amazing